Godot Version
4.2.1
Question
I’m attempting to make a simple rope/chain for my player character that will be fired at objects so they can be carried away.
To prototype this I setup a single chain link which is pretty small 6x8 pixels (as it’s supposed to look pretty thin and the main sprite it’s going to dangle from isn’t large)
I make a rigidbody2d scene to add the rope sprite and collider and then put 10 of these end to end and use pinjoint2d’s to join them together (adding a staticbody2d at the top so the rest will hang off of it)
While this has the desired effect in terms of the bodies reacting rather like a rope, I notice that the joints separate when they are moved quickly. I’ve got simple code that just moves the origin of the staticbody2d to the mouse pointer and the rope can literally double in size when this moves over a large distance fast.
I thought the point of the softness property was to define how stretchy you want the joints - where 0 is “not stretchy at all”. It does feel like a bug to me, unless Ive either misunderstood of mis-implemented the ides?