@GrocKing, yes it does, if you didnt set in the properties of the shape painter to be relative, and it is not in point 0,0 , the shape painter will draw relative to its position, causing it to be behind the player’s hand. just try it and tell me
@dskyle7 is right I put something similar to this under his previous comment and then deleted it when i saw he had already said it! - unless you tick the box it draws relative to its position
I have literally said i unchecked drawing relative to position?
Sorry - I butted in with that one too…it’s a long thread…and im tired!
THen i am out of ideas here
Unless it moves very fast and SP cannot catch up
You can give the arm physics behaviour and remove the collision and layer masks. It then has physics ability but won’t collide with any other physics bodies.
I’m not sure on the order things get run, but it could be that the behaviour is moving the character/hand after the event sheet has been processed but before it’s all sent out to the screen.
If that’s the case, then a possible way around it could be to make a behaviour extension to draw the rope.
How do you do that exactly? I’ve tried removing the collision mask and also kept the collision parameters on physics2 exactly 0 but it still collided so i thought it was not possilble. I was thinking of making extra layers and maybe hopefully see if it disables collision.
The physics layer and masks are different to the standard GDevelop layers and collisions masks.
If one object’s physics layer and another object’s physics mask are the same, they affect each other.
Here’s the GDevelop wiki entry on it. Hopefully it helps.
OK changing the physics layer and mask on the arm did the trick. Thanks for the tip!
I’m gonna try and see if i can move with the @ZeroX4 's idea now
A bit of an update :
Physics version ended up not being compatible for one of my other mechanics and i ended up going back to the raycast idea of @dskyle7. Fixed the problem with the rope lagging behind. I either missed some events with the positions or the characters rotation codes etc. also effected it so ended up figuring out.
But also had to scrap the bending system because it ended up being way too complicated for infinite bends. Managed to use that code to make a “snap” system where when a character goes under a wall etc. the rope just “snaps” and character starts falling. Similar to how it works in Insomniac Spider-man games.

