Rope Physics - PhysX - Box2X - Chipmunk

Is this possible within Unity (see link to video below)? If so, can I do it with Unity’s built-in PhysX engine, or must I use something like the Box2D plugin from the asset store, or something else entirely? Can someone please point me in the right direction and maybe give some insight on how to get started. Thank you!

Physx is fine for doing rope etc so should have no problem with building something like your video. See this link about creating rope with configurable joints. I would imagine the trick is in creating a set of “almost” accruate primitive colliders - that or a convex mesh collider and then suitably limit into 2D. I’ve found Physx to be pretty fast.

Thanks for the input guys. I’ll have to try configurable joints again. I did indeed try them in the past, but my results were bleak. It seems that the physics of the joints were very unstable when the rope was interacted with i.e. pulled on by a character controller. See, the scenario I would like to achieve is a rope attached to a static object at one end, and at the other the rope is attached to a character controller. The character controller is then able to move about a scene filled with other static objects. In some cases the character controller must pull on the rope to stretch it tight, then gather it up and scale up the rope to higher platforms. See the picture to get a better idea. When I’ve tried this in the past, the rope would just spaz out and segments would fly all over the scene, or it would pass through static objects because the joints were stretched so far that gaps where left between colliders. Any further ideas on how to deal with these problems?