• Unity
  • Cape physics issue when flipped

Hey guys,

Bellow is a video of my issue, basically everytime I turn around, my character cape roll up weirdly.
I tried to compare my setup with "SkeletonUtility Platformer HingeChain Physics" the hero in the example doesn't have those split FlippedX setup. So I'm guessing my issue would be tied to that somehow? Plus, do I really need those? The cape's hero in the example seems to be doing okay without it!

Sorry for my weird goblin accent :nerd:

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Thanks for reporting and sorry for the trouble!

We are aware of this issue, it is related to bone rotation crossing the 360 to 0 degree border:
[unity] 2D Hinge Chain rotation issue (repro project) · #1636

SoulGame escribió

the hero in the example doesn't have those split FlippedX setup

This example scene is using the 3D physics counterparts (normal HingeJoints instead of HingeJoint2D, created via Create 3D Hinge Chain), which allows for simply rotating the root by 180 degrees and is in general more robust. Unfortunately the Box2D 2D physics integration in Unity is not respecting negative scale or rotation by 180 degrees appropriately. This led to the complicated setup in the first place.

So your options could be:
a) to use 3D hinge chains,
b) to change rotation of the problematic bone in setup pose by a +180 degree offset (with attachment images etc not being affected),
c) wait for the bugfix.

Sorry for my weird goblin accent :nerd:

😃 I am no med. doctor, but I would declare your voice as perfectly normal. :nerd:

Haha, thanks doc :p

And many thanks for the solutions:

a) It's working using this! The result is different but I'll try to fine tune it to reproduce the same feeling as in 2D.
b) Couldn't make this work for some reason.
c) Will do!

P.S: this system is awesome, I'm having a blast (as usual)

Great to hear! 🙂