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WYSWYG Rope Editor Launched

Discussion in 'Physics' started by unityphysicstools, Nov 23, 2016.

  1. unityphysicstools

    unityphysicstools

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    Nov 23, 2016
    Posts:
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    WYSWYG Rope Editor is fully featured rope editor for creating 3D physics ready ropes. It contains all the essential functionality which are required for the product to be called as rope editor.
    For example.
    1. Create procedural ropes or ropes imported from bones rigged in special hierarchy.
    2. Multiple rendering options like continuous(Bezier curve passing through rope segments) or link or no rendering.
    3. Supports breaking of the rope.
    4. Segment/joint configurations.
    5. Lift heavy weight through the light weight rope.
    etc.

    We require feedback to make this product as useful and generic as possible.
    Link to the asset is following
    https://www.assetstore.unity3d.com/en/#!/content/73885

    We are also working on path finding problems which will be available soon.
     

    Attached Files:

  2. Baste

    Baste

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    Jan 24, 2013
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    6,336
    That looks really nice.

    The only thing I wonder about is how performant it is. Like, how much of this stuff can I use before it becomes a performance problem?

    By the way, this probably belongs in the asset store section.
     
  3. unityphysicstools

    unityphysicstools

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    Posts:
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    Thanks for the reply.

    Basically the performance of any kind of physics rope created through joining segments depends on the number of segments.

    We will try to create a demo application which will report the performance with the length of the rope. and will post it as soon it is ready.
     
  4. unityphysicstools

    unityphysicstools

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    Nov 23, 2016
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    The demo applications have been uploaded.
    Here is the link https://drive.google.com/open?id=0B1nQBXigK9QsUUhxWFZxcW5ocVE.
    Each demo contains the FPS display from which you can get the idea of the performance.

    Please checkout
    https://www.assetstore.unity3d.com/en/#!/content/73885

    Hope you will get a better understanding of the product.

    Thanks.
     
  5. Baste

    Baste

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    Jan 24, 2013
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    6,336
    Hi!

    Thanks for the demos!

    I notice that on on AutoExtend (Distance) test, moving the cube back until it passes the rope origin breaks everything. Is that something you're planning on fixing, or is it a restriction to the system?
     
  6. unityphysicstools

    unityphysicstools

    Joined:
    Nov 23, 2016
    Posts:
    7
    Hello Baste,
    Actually there was no breaking force limit set for the rope and the cube position was getting updated without taking physics into account. if cube was moving because of some force than the Unity physics would have stopped that.

    Otherwise the rope has to be made breakable. In this thr rope would have broken.

    Hope you understood.
    Thanks