Hi guys, I've been writing a cable simulator asset based on this paper: http://matthias-mueller-fischer.ch/publications/cableJoints.pdf Here's it running inside Unity: It allows to simulate arbitrarily complex cable-driven machines with pulleys, spools, pinhole sliders, and concave/convex objects, both in 2D and 3D. You can have both open and closed cables, and supports extremely involved setups. You simply specify a list of objects that should be part of the cable path, what side should the cable pass trough, how it is linked to the objects (pinhole, attachment, free rolling) and voilà. The key idea here is not to simulate the cable itself (using a chain of rigidbodies/joints or particles/constraints) but to simulate the effects the cable would have on the objects it touches, by linking them using a custom type of joint. This results in dirt cheap, very stable results. The cables support extremely high tension and mass ratios. The cost does not scale with the length of the cable, but with the number of objects it affects. You can easily have a perfectly working setup with +200 pulleys. The downsides are: it cannot simulate free cables (cables with one or both ends free) it will not collide with objects (despite what it looks, no collision detection / response is taking place, at all), it cannot be torn/cut and does not model torsion/twisting effects. I'm thinking about making it available in the store for a moderate price (around 20-30 bucks). Thoughts on this one?