Rope Physics Toolkit
Simulate stable and fast rope physics in your Unity project, with mobile-friendly performance and advanced features like pulleys and weights.

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- Category:
- Tools › Physics
- Developer:
- Gustav Olsson
- Price:
- $39.99
- Rating:
- Favorites:
- 436
- Supported Unity Versions:
- 2019.4.40 or higher
- Current Version:
- 2.2.2
- Download Size:
- 1.50 MB
- Last Update:
- Jan 12, 2024
- Description:
- The Rope Physics Toolkit brings stable and fast rope physics to your project. It can simulate simple wires or more advanced setups with pulleys and weights that require active collision detection. The toolkit includes example scenes that demonstrate how to connect ropes to simulate cranes, rope bridges, swings, and a boxing ring.
The rope component is designed for performance and handles many compute-intensive tasks on separate threads using Unity jobs and the Burst compiler. This results in excellent performance on mobile devices.
The toolkit offers many tweakable user parameters, allowing you to customize the rope's behavior. You can also dynamically split ropes using the SplitAt() method and interact with the rest of the scene using four different rope connection types.
The toolkit includes scene view handles for adjusting rope spawn curves and provides full source code and example scenes for easy integration and customization. - Technical Details:
- Requirements:
* Burst 1.1.2 or above
Features:
* Stable & fast rope physics
* Mobile friendly
* Many tweakable user parameters
* Ability to dynamically split ropes using the SplitAt() method
* 4 different rope connection types:
- Pin Rope To Transform
- Pin Transform To Rope
- Pull Rigidbody To Rope
- Two Way Coupling Between Rigidbody And Rope
* Scene view handles for adjusting rope spawn curve
* High performance achieved using Unity jobs and the Burst compiler
- Typical performance for the example scene with collisions enabled:
- ~0.2 ms spent in job threads
- ~0.7 ms spent on the main thread
- Typical performance for the example scene with collisions disabled:
- ~0.15 ms spent in job threads
- ~0.35 ms spent on the main thread
* Full source code
* Example scenes:
- Main
- DynamicAttach
- BoxingRing
Current Limitations:
* Collision support for convex Mesh, Box, Sphere, and Capsule colliders only
* Scripting knowledge required for creating stable rope suspended platforms other than rope bridges - Continue »