QuickRopes version 3 is now available for download at the asset store. This new update fixes many problems from the past and will resolve all compatibility issues with Unity 5. The new documentation is up and I have provided new video tutorials on how to setup and use QuickRopes 3!
Hey thanks! One of my biggest fears about selling anything is that the ones who buy it wont be satisfied (Weird fear of mine)! So I tried to get it right this time and make it as professional quality as possible using my previous experiences. Also the added benefit of selling is that I will be able to justify the 5-10 hour nights working on solutions!
Just got the tool yesterday and I have to say you are justified charging for it. The quality is very high. Also I was wondering how to lower the bounce on the rope. Iām using a prefab rope and my own chain mesh. Iām trying to make it so it bounces very little as a metal chain will go to full extension of the chain but not bounce up and down.
I hate giving this answer but unfortunately there is always going to be a little bounce or sag in the chain. This is an issue that I have been trying to āhackā out sense I started writing the rope codes and I have yet to find the solution. One day maybe it will happen but for now I still donāt have any answers.
Thanks for the purchase and feel free to email me or PM me if you need anything else or would like to suggest new features. And sorry I could not help in this case!
Iām attaching a heavy rigidbody to the rope and the object will stretch the chain so much that the links go super far outside of their starting locations. Any way to fix that issue or maybe I should swap to a line rope?
In the documents unity mentions that you should generally keep your mass below a value of 10. The ropes I have tested were as high as 300 and at that mass they jitter around. If you are below the mass value of 10 try increasing the drag slightly. If your mass is way above 10 then you might be runing into PhysX issues.
Also if the object your attaching to has a large drag then you will see the mentioned issue. The crane scene I included has the cubes that are able to be picked up by the crane, those cubes are the ones I tested the limits with. Regarding the switch to line ropes, there should be no difference between the two as they share the same base rope type.
I will be making some tutorials this weekend as well as working on the next update so check the documentation site on Sunday night or Monday and there should be tutorials there! I would also like to update the site to include a physics page that kind of explains a little more about the physics side.
Hey Jake,
Thanks for the help thus far. Iāve made 2 videos of my issue. Maybe this will allow you to assit me better as Iām not sure what to change to make the chain work to my liking.
As you can see thereās a lot of bouncing going on with the rope. I would like to limit this as much as possible. Iāve tried making the length shorter but there doesnāt seem to be any sort of max rope length.
Thanks for the help,
WightWhale
@wightwhale
Yeah I see what your saying. I could not really see what your rope setting were very clearly in the video, could you take a screenshot of the settings you have on your rope with the āRope Physics Settingsā visible so I can recreate the scene and run some tests on it.
Also if this rope isnt an object that you need to view up close maybe using a line rope as you had mentioned with the link texture on it. That way you can decrease the joint count considerably and still have the large number of links? I know this might not be an option so I am still going to try and figure this out for you.
Try to lower your mass in the āRope Physics Settingsā to something like 0.2. In the meantime I will recreate this scene and get back to you within the next 8 hours or so (at day job at the moment).
When setting it down around .2 the rope tends to curl up on the bottom after swinging. Itās like it doesnāt respect that thereās a heavier weight at the end of the chain. Also when I do make the ball at the end heavier it just stretches the chain out further.
Okay I will give it a shot tonight for you. I was having troubles getting the ends to behave right before and had to make some changes so it may even be something in the code (hope not). It might even be the center of gravity is set wrong on the end of the weight (again a code issue). I will update you once I get a test scene created.
I do want to mention that the sag issue has always been an issue with the ropes when you get a large amount of joints in the rope. So the solution might not be clear and it may also be inherent in the PhysX engine its self.
Hey again, I see what you are talking about with the curling and that is an issue I will need to fix on my end. As for the sag, you can limit it a bit more by increasing your āSolver Iteration Countā in the āEdit ā Project Settings ā Physicsā section. I also had the rope joint mass set at 0.5, the Drag at 0.3, and the Angular Drag at 0.2.
I will put some time in to trying to fix the curl issue and hopefully I can find some info on a workaround for the Physx issue with the sag.
Hey guys, I am going to miss my upload target of Monday but I think I may have a fix for the ācurlingā issue that some of you have been having. If any of you dont want to wait until Monday, are brave with C#, and are not worried about mucking things up, please do the following!
Inside of QuickRopeBASE.cs at line 299 add this line: obj.rigidbody.centerOfMass = buildDirection * (buildDistance/2);
Let me know if this fixes the ācurlingā issue. It will be in the next code update which I will submit tomorrow night.