How to simulate a scarf/cloak physics in 2d pixel art game?

So I am currently making a 2d platformer game. I want to add a cloak with simulated physics, but apparantly, can’t find any information on this exact topic. Procedural animation seems veeeery cool, but i didn’t get it. Hope somebody’s can help :pleading_face:

Make it consist from few peaces and then adjust mass and drags with help of scripts to make effect of like underwater or wind. :open_mouth:

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This probably where its worth learning and playing around with 2d joints will get you to the result you need: Unity - Manual: 2D joints

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It’s a good variant, but is it possible to make a cloak like in Noita?

I mean Noita is a custom, voxel based engine. If it’s being simulated - and not just a bunch of sprites that are used depending on wind direction - then not going to be able to do that in Unity out of the box.

But a number of sprites that you use depending on wind direction would be the most straight forward way to do it.

could also check into cloth or verlet physics,
i dont know if there are 2D specific ones for unity, but i think 3d cloth might work also.

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I have a no idea what is mean ‘Noita’, but scripts should work. :open_mouth:

from this game,
https://www.reddit.com/r/godot/comments/1acg33f/pixel_art_cloth_physics/

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