You could constrain their position relative to the previous actor... based on rotation and cos/sin... but wow... that could be pretty laggy and tedious to set up.
jonmulcahy said: It's impossible at this point, you need joints which are not coming out till later in the year
Why's it impossible? An actor could be constricted to a circular path of an actor. That could be expanded to a series of actors.
I'm not sure if it's possible, but I'm not sure that it's not either. If the hero actor jumps on the chain, that becomes the controlling link. The ones below just swing with gravity. The ones above follow the leading chain.
Its impossible in the sense no game would be playable once implemented. It's technically possible with a busload of math and constraints, but the overhead on the system would crash the app. Someone tried to do it a year or so ago and it failed miserably.
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I'm not sure if it's possible, but I'm not sure that it's not either. If the hero actor jumps on the chain, that becomes the controlling link. The ones below just swing with gravity. The ones above follow the leading chain.
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