[New Release] Full Rig - Shader Hanging Swinging Ropes

Asset Store Link - Documentation
Full Rig is a shader based Rope system that allows you to easily add, connect and build up complex scenes of connected ropes. As it is shader based you can have 100’s to 1000’s of ropes in a scene.

Full Rig is a shader based system that will add great looking animated ropes, chains and similar objects to your projects. All the animation and deformation is done via a shader making it super fast in any project. Easily have 100’s of fully animated ropes in your scene.

Full Rig makes use of catenary curves to model the natural looking sag you get in rope type objects. All of the maths to handle the deformation and shape of the rope is handled in the Vertex Shader so hardly any CPU time is needed to run the objects in the scene, this allows you to add as many ropes as you need without worries of frame rate.

You can use this asset to not only make ropes and chains but it is also great for setting up powerlines or Telegraph lines, or use it to add complete animated rigging to your ships. Change the length of the ropes and have that rope pull an object, a boom, or lift a sail, or bend a pole all without hardly any CPU usage.

The asset comes with an included set of rope types and rope end objects, the included rope types cover single rope, single cable, small chain, big chain, rusty chain, 2, 4 and 6 ropes for the various pulley types and even a Hammock example to show it doesn’t have to be just ropes that Full Rig can do for you.

Full Rig also allows you to pick and choose how your ropes are connected to game objects, you can cycle through the various included end objects included in Full Rig such as knots, rope loops, pulleys etc. Of you can easily add your own objects to suit your project. And the ropes can also apply forces if connected to rigidbodies.

Building your ropes in Full Rig is made easy with custom inspectors and gizmos to make snapping your rope ends to other game objects in the scene very quick and easy or even connecting ropes ends to other ropes allowing you to build up nets or other similar objects.

Full Rig works with all Unity Pipelines, and has included ShaderGraphs for HDRP and URP.

To get you started Full Rig includes 8 different types of ropes and chains. Also has numerous rope end objects such as Pulleys, deadeyes and rope knots and loops. Also is an example Telegraph pole to show how Full Rig can be used to add Power Lines and Telegraph lines to your project.

Use it alongside our Full Sail asset for your complete ship rigging solution

Full Rig ropes are simple ropes, they do not use any heavy physics to calculate the effect, they can not be collided with.

Documentation

Features:

  • Shader based for extremely fast perfomance
  • Support for Built In, HDRP and URP pipelines
  • Ropes can swing
  • Easy Snapping of Rope ends makes adding ropes quick and easy
  • Custom Gizmos for editing
  • Hot Keys for editing
  • Adds forces to connected Rigidbodies
  • Connect rope ends to GameObjects or other ropes
  • Position Objects along ropes
  • 8 Different Rope types included
  • Lost of Rope End Objects
  • Full Source included
  • All options have tool tips
  • Detailed Docs to help you out

https://www.youtube.com/watch?v=KvDTK1TqeVQ

Quick note, the demo scene has been fixed, first version had a test scene by mistake.

Very nice looking asset! I have been working on my own implementation of a simple rope solution for a fishing game, however Im using the linerenderer + verlet algo. I have been able to add simple ground avoidance, by shortening the rope if it passes below the hook, in certain States. However if there are hills between the player and the hook, this solution does not work…

Do you have any plans to add a simple realtime ground collision? Or do you know a good solution for this? I would be interested in buying this asset if it had simple ground collision or avoidance…

Thanks!

Thanks. Didn’t have any plans for ground collision but it would be easy to add a ground height value. Not sure if that would be what you are looking for though, to do collisions with a hill in the shader is a smidge trickier.

Have you looked at the Vector3 Reflect method Unity - Scripting API: Vector3.Reflect

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Just submitted a small update to the store which fixes the scaling being lost for end objects when cycling through them with the 1 and 2 keys. And also fixed the M key not working in the demo scene.

Version 1.04

  • Fixed the scaling being lost on end objects when cycling through them.
  • Fixed M key not working in the demo scene to drag the big (hold M and move mouse to move the beam)

loving the asset, however when I try to add a new mesh as a rope, no matter I do when exporting from blender the mesh always seems to be the wrong orientation when the shader and script is applied. I have Y set to up when exporting from blender and I’ve tried exporting with z/x as forward axis’ and it always seems to point straight down/up or straight back.

Glad the asset is proving useful. When adding your own meshes as ropes or ends it is expected that pivot point be at one end of the rope and the other end is 1 unit away on the X axis, with the Y Axis going up and Z axis going across the mesh. I don’t have Blender installed but if would like to submit a support ticket at the website or via message send me the fbx file I can take a look. I know that wil 3ds max changing the fbx export settings is not always enough and that the mesh itself needs to have its axis changed for it to take effect during fbx export.

Small update in the Asset Store that makes Full Rig comaptible with Unity 2022, 2023 and 6

Version 1.06

  • Full Rig comaptible with Unity 2023
  • Full Rig comaptible with Unity 2022
  • Full Rig comaptible with Unity 6