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.
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
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…
Hello DowseTwoSeven… thanks for your question
I will answer you with a 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