How to implement Rope Physics?

I want to implement Rope Physics without using any Plugins to work like real rope. I’m referring 3d Physics Based Rope at
[1]: http://wiki.unity3d.com/index.php/3D_Physics_Based_Rope
but above script doesn’t support colliders, it passes through other game objects. It should work like Rope used in Zen Bound game.

Thanks

Have you tried a chain of hinges?

Are you using the MODIFIED TubeRenderer.js ? It seems to have a boolean there : var useMeshCollision = false; What happens when you set this to true in the Inspector?

Yeah, i'd checked the "useMeshCollision" in the Inspector but still it passes through the game object which is having box collider. When I select the rope object Inspector shows the meshCollider applied to it.

Ok so I've been playing around with this (quite an interesting script) and I have discovered some things you need to note. It creates sphere colliders at every hinge, but it only creates these hinge spheres at certain intervals. If you want colliders across all the rope, you need to set the Resolution to 1. I havn't worked out what radial segments does yet so leave that, and do not set the useMeshCollision to true, set it to false (unticked). So set the Resolution to 1, and see how it behaves now =]

yeah, I've done respective settings but the joints become more unstable when I try to pull the rope and it looks squished. Why mesh collider is not working in this case?

2 Answers

2

ive tried the free rope on the wiki and using hinges to make my own rope and nomatter what I couldnt get anything stable with collision
i ended up having to buy this on the asset store:
http://forum.unity3d.com/threads/169995-Ultimate-Rope-Editor-New-powerful-rope-physics-for-Unity3D-RELEASED
so far it has worked amazingly and their support is really fast and helpful.
theres another, similar, rope script on the asset store that ive heard good things about,
they both cost money though…
and are plugins so i guess this doesnt help…

that sounds like a great package, thanks for the tip. the OP should note that ZenBound is a very specific sort of game, it is it's own physics engine. it is NOT a "game engine" like PhysX and has nothing to do, whatsoever, with game engines. For example, f you said "oh I want to use Unity3D to do animation like in Pixar movies" that just does not make sense on a lot of levels. Note that even if you leave game engines, and go to a multiphyics simulator like "bullet physics" you really can't do "ZenBound". but again Tim has pointed to a great pack here thanks for that

Late answer, but in case somebody is interested, unless you want to build your own… I suggest you try our Obi Rope asset. :slight_smile: http://obi.virtualmethodstudio.com/ It took nearly 5 years to be built. And this one is stable in all cases, which is not easy to do. :slight_smile:

Be careful: Obi Rope is not compatible with UWP, in case you are developing for this platform.