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Here's a simple way to model an object towed from one end by a rope that can coil up shorter but never stretch longer than a given length. public class SledFollow : MonoBehaviour { [SerializeField] [Tooltip("Object that pulls the sled.")] Transform _leader; [SerializeField] [Tooltip("Position on the sled's local z+ axis ...


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Velocities in Unity are almost always in world space coordinates. So unless you see something that specifically promises you a local space velocity, world space should be your default assumption. This is the easiest coordinate system to use for handling interactions with objects outside this single entity (like the navmesh, or collisions). On the occasion ...


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