Creating Fishing Line

I have been searching these forums and google to see if anyone has tackled creating something like a fishing line in Unity3d.

I have not found much except refrences to Line Renderer

I assume this isn’t going to be a simple task.

Is this something that is going to take a degree in rocket science to achive in unity or is there a simple method to go about this? I would like to make a fishing game and know that this will be one of the challanges presented to me during the process. Trying to research this out so I know what I am getting myself into.

Anyone have any suggestions, links, or help on achiving this?

Making ropes and similar material is non-trivial. There are different approaches, depending on what exactly you need.

For example having a rope which is always “stiff”, a line renderer works fine (i.e. chains on an opening/closing castle gates)

If you want to be influenced by physics and behave naturaly, it gets much more complicated. One of the main reasons why it’s “complicated” is because how Hindge Joints work in unity. In order for this joints to hold a certain mass (i.e. a player) the mass of the hindge joints needs to be big enough and this usually interferes with the other physics in the world (i.e. if this rope touches anything, it will have high physics reaction).

So basically this is one of the you could attempt it, make a rope which consists auf small pieces connected to each other with hinge joints and always keep adding new elements on the extending end. But eventually this will become very preformance intensive. You could also try to use cloth cloth, even though this won’t solve your problem that you have to extend and shorten it

I did find the 3d Rope Physics scripts on the Unify Wiki.

That seems to be what Im looking for, although I don’t understand what all the settings do. Anyone have experience with those scripts?

http://unifycommunity.com/wiki/index.php?title=3D_Physics_Based_Rope

If you don’t care too much about physics reactions, you can cheat it by creating a simple spline curve between the two points and calculate the sag of the line based on how much line was paid out between the cast point and the landing point. Very cheap and effective way of doing it. To add a little realism you can then make the line drift and sway a little due to currents or breeze by adjusting the spline from side to side on a sine curve. We did the exact same thing on a fishing game for PSX and a fishing game for GB.

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I don’t suppose you have any example code or anything?

http://forum.unity3d.com/threads/35006-Rope-Script-V2-now-availiable-8-08-10

Just saw this. The link To the resource was dead yesterday but perhaps there is some help inside.

Thank you Renman3000. I poked around the website, and there seems to be an example project to download. I will have to check that out. Thanks for the info.

This is going to be difficult I think…We shall see…

Are you trying to do the cast animation as well? Or just the draped line after the cast?

Well I guess I am going to want to do both. It is a fishing game, and that would sure make it look better. I guess I didn’t think about that yet.

The draped line was my first thought.

It’s not like Fly Fishing but I guess there would be some bit of line hanging from the end of the rod during casting.

I’m encountering a similar challenge in creating a fishing line especially on using a net. Anybody can share some tips? Most of the links above that contain related solution are broken already. :frowning: