2D Rope & Bridge System


Test it here

Showcase Video

This package contains scripts for creating any type of 2D ropes in editor and at runtime.

Also contains scripts for dragging objects, cutting and breaking rope, playing sound and instantiating object at break/cut position, making character climbing and swinging on rope and object pooling system to save memory at runtime rope creation.

Scripts are heavily documented to understand how every little detail works.

Current features:

1566515--99302--$2D rope editor window.jpg

  • Multiple points support to create objects between points with one click
  • Connect end points if multiple points are used
  • Instantiate objects between point A and B
  • Option to lock end objects
  • Option to connect end objects to point A and B or one of them
  • Option to hide end objects, useful when connecting to A, B points
  • Option to use linerenderer
  • Set linerenderer’s material and width
  • Runtime creation
  • Create rope with delay between object creation at runtime
  • Script for breaking, depending on angle distance between objects
  • Script for cutting
  • Script for dragging
  • Ability to limit break/cut count per rope
  • Play sounds and instantiate objects at break/cut positions
  • 3D mesh support

ASSET STORE LINK

Wonderful !!!
“bridge system” : Does it mean a character can walk on a chain that will have a rope bridge effect !?!
Can a character climb ? Will you include scripts for climbing or holding the ropes ???

6R

Thanks.
Yeah any 2D physics based character can walk on it. Unity’s 2D character love it very much :slight_smile:
Holding rope is already possible, you can child pointA-B object into your character transform and that’s it.

1567588--92728--$rope test.gif

1 Like

Pretty sweet but it’s got a strange little reaction when you click once on the screen, wait click someplace else… it acts like a slice.

Maybe you should check how much time has passed first.
Or if there is a mouse up event between slices then end the slice.
It’s just weird.

Nice code though, it’s on my wish list. I just hope it’s priced right.

Thanks for your reply. Perfect example !!! (Funny !)

6R

@FierceBlaze
Yes, it was trailrenderer’s problem, fixed already. Thanks.

p6r
I realized, that I didn’t answered you fully :slight_smile:
About climbing… I think it’s character controller programming, everyone will need their own, but I’ll add simple climbing script to show how it’s done.
And about holding rope… I tested and unity’s 2D physics (4.3.1 version) doesn’t work as 3D ones. Object attached 2D Rigidbody component doesn’t follow its parent when isKinematic is set to true, so I added simple script to change transform for such objects, works perfectly :slight_smile:

1568918--92854--$rope braid.gif

Great to know…
Ha ! Ha ! Good example again with the chain on the head !!! A very dynamic effect !

6R

This looks great and is exactly what I need at the minute. Is there a release date?

Thanks. I think will finish it in 2-3 days, but I don’t know when it’ll be available. I sent 2D ragdoll creator extension, in March 15 and it still isn’t reviewed, so I can’t give you release date.
You can see that extension here, may be you’d like that too :slight_smile: http://forum.unity3d.com/threads/234299-2D-Ragdoll-Creator

It is now available on asset store. Updated demo scene, showcase video and asset store link is above :slight_smile:

I really like that tool but it seams that doesn’t work perfectly even on video sometimes it doesn’t catch cuts, in demo sometimes you need to try 3 -4 times to cut rope fast, and I don’t like how it destroy chunk of rope/ chain instead of just cutting it, that way you can cut couple times and nothing will left and fall :slight_smile:

I like the idea of growing rope from point A to B, would be great if this could also stick it to point B :slight_smile: and option to stretch and not break ropes like in “cut the rope” could be very useful.

need little bit refining and could be really handy tool :slight_smile:

Cut is done on trigger exit, so I did some delay between second cut to not cut same rope twice, you can lower that delay value if you need faster cutting

For me it seems more logical and realistic to hide broken chain. Of course if you cut rope many times there won’t be chains left, but you can limit whole scene cut count as well as per object cut count. Also you can create rope with small objects, so when hiding cut chain it wouldn’t be noticeable.

Yes you have options to decide which point to stick. In scene 3 I have set to not stick on pointB.

You also can create non breakable rope. When creating rope you need to enter chain object which won’t have break script attached. In these scenes chain object prefabs have break script attached.

I want to know your plug-in, after the character impact the rope grab the rope, swinging with the rope, the rope is still stable.
I use cocos2dx realized almost all, but in character with the string after the collision, box2d physics engine cannot well simulate the effect of the rope, the rope at the same time there are broken. Hope can get your help

Hi,
Sorry, I can’t understand what do you want exactly.
Have you bought this plugin and it doesn’t work as you want or you want to buy it and are interested in some options?

Can this be used with Unity version befor 4.3, or only with new sprite system?
I kind of like the old system for making 2D games, with planes and textures instead of sprites.

Also, I noticed in the demo that the rope does not stop vibrating after the character jump from it. Can this be adjusted?

Hi,
This is done in Unity 4.3.1 version, so asset store won’t allow you to download it from lower version.
You can use sprites and meshes too.

What do you mean in “vibrating”? Do you want to stop swinging and freeze the rope?

Yes, to stop swinging and freeze the rope. Can it be done?

I even haven’t thought about such logic :slight_smile: I’m curious why do you want it? if it freezes it won’t look like a rope :slight_smile:
But if you want… the rope is assembled with standard rigidbodies (chains) and you can iterate through them and make their “isKinematic” true.

I just want the rope to return slowly to it’s initial position when a character jumps out of it after swinging. Now it swings forever when he leaves it, like there’s no friction and gravity. It should not be like that cos the force momentum should leave the rope together with a character. So it doesn’t have to freeze completely, just to return to natural position.

Maybe now I explained better? Or maybe it’s already like that but I haven’t used the demo properly. Or just my great english stops me from explaining, sorry. Not a big deal anyway, thanks :slight_smile:

You can increase drag coefficient for chains in rigidbody2D component