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Aug 24, 2015 at 11:46 comment added Hash Buoy By setup i didn't mean the screen shot of the inspector for the pendulum . I meant how the objects are placed in the scene that is what i need to see so that i can get it solved . Else it will be all guess work from my side . You need to share a new project with a scene containing the whole pendulum setup. You can remove all your personal scripts and just keep the code which handles the drag for the pendulum.
Aug 24, 2015 at 11:11 comment added Javasamurai See the updated question.
Aug 24, 2015 at 8:21 comment added Hash Buoy Sorry mate I am not expert enough to debug this logic , until I see the setup.
Aug 24, 2015 at 8:10 comment added Javasamurai This is the improved code,the pendulum is now restricted to y axis but no luck in the z axis. transform.position = new Vector3 (cur_pos.x,Mathf.Clamp (cur_pos.y,transform.position.y, pendulum_body.hingeJoint.connectedAnchor.y),Mathf.Clamp (cur_pos.z,-pendulum_object.transform.position.y,pendulum_object.transform.position.y));
Aug 22, 2015 at 8:49 comment added Hash Buoy I have tested the code , I have used it once for on screen game pad to control the thumb from moving outside the surrounding circle. I am sure there must be some physics or hierarchy issue messing around. If you can share a project with the pendulum setup. I might be able to fix it.
Aug 22, 2015 at 7:27 comment added Javasamurai Thank you for the respose,but that code didn't work.The pendulum now behave abnormally.I forgot to tell that the pendulum is swinging in y and z direction only.x axis position didn't change.
Aug 21, 2015 at 10:47 history answered Hash Buoy CC BY-SA 3.0