//Called to place a MovingColPoint to support moving colliders //If our zipline is moving, then we might get an issue where it moves too far from us //This helps us stay on top of it public override void PlaceMovingColPoint() { //MOVINGCOLPOINT, see CapsuleMovingColliderSolver for more details if (m_CurrentZipline) { m_ControlledCollider.AddColPoint(m_CurrentZipline.GetColPointTransform(), GetAttachPoint(), Vector3.up); } }