[EDIT] The Editor has finally been released! get it here!
Hi guys!
We are about to release our Ultimate Rope Editor for Unity. The Ultimate Rope Editor is a powerful tool to add rope based physics to your games.
It can generate procedural ropes and also apply rope physics to your existing meshes.
The editor is fully what-you-see-is-what-you-get, physics included, because everything can be created and configured using the Unity Editor in play mode.
As there is no need to stop and re-run to see the changes, setting everything up becomes a much faster process. The rope editor allows each rope state to persist when exiting from the play mode, something extremely useful when keeping the current state to finish editing later or to make it to to the actual game.
Some key features
Can create procedural ropes from scratch with no need to author any meshes.
Can assign rope physics to already existing models.
Ropes can snap due to physics if desired.
Rope length can be increased/decreased at runtime.
Full physics interaction with itself and other objects.
Edit 2:Link to a webplayer with 5 sample scenes. Edit 1: A video showing some of the main features:
The following days we’ll upload a webplayer showcasing features, and some more material. Hopefully next week the editor will be available at the asset store. Video and documentation will also be available soon at our site.
Meanwhile, here are some screenshots:
Fully procedural crane rope physics
Actual application using the rope editor (a mining simulator)
Full procedural rope with coil physics
Adding rope physics to the hair and hairbands of an existing model
This will be very usefull for me… I want to use the rope for Cranes, and, with the loads in the rope. I’m telling this because I bought another rope physics but are not good to use some load in the rope
Yes, it would be perfectly possible to set up a system like that. We haven’t tried though, so I can’t talk about the stability or the physics fidelity.
As soon as I try I’ll give you my impressions
I managed to set it up using 5 ropes. The main one ends at a dynamic object (an empty gameobject with a rigidbody attached), while the other 4 go from this object to 4 other objects (again, empty gameobjects with a rigidbody) placed at the corners of the cargo. Then the corners are linked through fixed joints to the cargo.
So, it is possible, but it is difficult to say if the behaviour can be used on a simulator that fully depends on these physics… it would be a matter of spending a good amount of time on finetuning