[RELEASED] Easy Ropes 2D

Hello everyone,
After publishing my first game ( Bad Blocks ), some devs asked me about some features of the game, so I decided to release my first asset that was also used in the Bad Blocks.
This package can be used to Easily Implement 2D ropes, 2D bridges and
simple system to hold objects with balloon. Ropes can also be used to implement ponytail hair in platform games.

WEBPLAYER DEMO:
https://dl.dropboxusercontent.com/u/77194506/RopeSystem2D/BuildWebPlayer/BuildWebPlayer.html

WEBGL DEMO:
https://dl.dropboxusercontent.com/u/77194506/RopeSystem2D/BuildWebGL/index.html

SHOWCASE VIDEO:

DOCUMENTATION:
https://dl.dropboxusercontent.com/u/77194506/RopeSystem2D/EasyRopes2D_Overview.pdf

FEATURES:

  • Four demo scenes.
  • Rope System and three rope example prefabs (simple rope, chain pope and bridge rope).
  • Rope Cutter System.
  • Balloon System.
  • Bridge System.
  • Simple Balloon Plugger and Rope Creator Window.
  • Tack System.
  • Editor inspectors and dynamic ropes (even in editor SceneView).
  • Tension gizmos to help you to implement sling effect.
  • 48 breakable objects .
  • AOTSerializer.
  • SceneManager with Callbacks.
  • Extensive Documentation.
  • and much more!..

ROPE INSPECTOR SCREENSHOT:

EASY ROPE CREATOR WINDOW SCREENSHOT:
2204888--146502--TackRopeCreator.png

GET IT NOW!

4 Likes

CHANGELOG VERSION 1.1.1 :

  • SceneView Improvements.
  • Fixed minor bugs when rope created with gizmos disabled.
  • Unity 5 improvements.
  • Fixed minor problems with ballon.
  • Fixed shader bugs in Unity 5
  • Fixed Minor bugs in Automatic Defines
  • Fixed JSON problems
1 Like

CHANGELOG VERSION 1.1.2 :
* Fixed bugs envolving more than one tensioned rope in same object

  • Fixed null reference in plugged objects without behaviour ‘RopesAttached’

CHANGELOG VERSION 1.1.3 :

  • Fixed NPOT importing error
  • Added TextureSerilizer in Core
  • Minor bug fixes

CHANGELOG VERSION 1.1.4.1 :

  • Fixed dependence of custom tags when trying to load resources with unknow tag
1 Like

WoW! Good work!

There is an error when your package is imported.

Fixed: It was a bad preprocessor directive.

By the way, there are tons of scripts. Do you have any lightweight version that includes ONLY the rope system? You seem to have ropes, and levels, and examples all mixed together.

Hello milo, i submitted a new version to assetstore today, this new version will come with better modularization… But all of my packages will still have depedeces of KiltEngine.lib
Best regards

1 Like

CHANGELOG VERSION 1.1.4.5 :

  • Fixed minor bugs when trying to cut rope inside Collision triggers
  • Refactored Core Hierarchy. Now the asset will have dependece of KiltEngine.lib folder only…
  • Added new demo scene. This new scene will show to users how to make an object (like a sword, or an arrow) cut the rope.

CHANGELOG VERSION 1.1.4.6 :

  • Fixed Update Cycle of Ropes in Editor Mode
  • Fixed NullRef Exception in Editor Mode when recreating LineRenderer Position

CHANGELOG VERSION 1.1.4.7 :

  • Added “Rope Sorting Layer Name” property

CHANGELOG VERSION 1.1.4.8 :

  • Fixed lag problem when trying to enable/disable large ropes.

Hi Deceiver,

In my game I currently have a fast moving object with a “rope” I created attached to it made up of about 40 or so joints and sprites. I had to increase my timestamps in order to make sure all the joints and sprites stay together since the fast moving object they are attached to was tearing the joints apart. My problem is it hurts mobile performance in doing so.

I noticed in your demo your spring node ropes seem to be stretching the texture. Does this mean your ropes are far more efficient than how I made a fake rope out of many joints and sprites as I did in my game?

Basically, I am curious if your rope method is less CPU hungry than manually making a rope with many joints and sprites

Hello Flybye, basically i used joints to make the rope too but instead of using one SpriteRenderer per joint i use one LineRenderer in a chunk of nodes… My rope have special mechanisms to “Speed Up” tensioned ropes so it will not use normal Joint Physics per node to implement Sling Effect. I really dont recommend use a rope with very large amount of joints like you are using… in my package you can set te distance between nodes adding a rope with small amount of joints increasing the speed of your mobile game… without perfoming in game appearence…

Best Regards
KiltAssets

CHANGELOG VERSION 1.1.4.9 :

  • Fixed crash with new SceneManager in Unity 5.3
  • Fixed obsoletes in Unity 5.3

CHANGELOG VERSION 1.1.5.0 :

  • Fixed errors in EnumHelper when compiling to Windows Phone 8.1

Hello

I have a question about this great looking extension.

Can a rope length be changed dynamically?

I am looking to implement a winding rope effect as if it were being lowered from a hovering helicopter.

Thank you.

Hello DowseTwoSeven… thanks for your question
I will answer you with a gif:
2462948--169423--resize2.gif

PS: I really dont recommend do it in realtime because it’s not optimized to change amount of nodes every cycle… if you really want to do my tip is: NEVER user ropes with more than 20 nodes and dont change AmountOfNodes too quickly

1 Like

Thank you for your prompt reply.

That looks fine for what I want it for.

Looks as though you have a new customer. :slight_smile:

1 Like

Hello All,

I want to call some function when the rope destroy. Can anybody tell me how to do this?

I just want to know how to use callbacks with this system?