I’m currently making a poppy playtime grabpack and i came across a very important obstacle which is making the cable physics, for example: making the cable wrap around a wall instead of phasing through it.
I’m using a rod constraint as a placeholder for now because i didn’t know how to go about making the cable physics.
The way I would approach this… I would create the cable by splitting it into smaller sections of rope connected together by masslesses spheres that collide with the walls??
The most simple solution I can come up with is with continuous raycasts.
Raycast every single frame, when you can no longer raycast towards the hand in a direct line of sight you can split the cable in 2 and raycast from the point where it splitted recursively.
The whole basics of it is simply doing straight-line checks recursively.
When the cable gets stuck on a corner or a pole, you change the raycast point while also checking whenever the player comes back around the pole to release the arm again once more.