Simple Rope


Clean Modular Architecture: Pure C# implementation with zero native dependencies, no static ... Use Cases ... Action & World Design: Grappling hooks, ziplines, crane hoists, and interactive ...


by AssetMustard


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Simple Rope is a lightweight, component-based Unity rope system that supports free, fixed, followed, and Rigidbody-attached ends.

Simple Rope Package Key Features

  • Versatile Endpoint Anchors: Supports Fixed, Free, Transform Follow, and two-way Rigidbody Attached modes with dynamic runtime rebinding.
  • Volumetric Collision Engine: Handles standard Unity colliders (Box, Capsule, Mesh) with configurable Collision Masks, Span Samples for thin obstacles, and per-step contact force clamps (contactPush).
  • Reusable Collision Profiles: Syncs collision layers, friction, bounce, and solver passes across multiple rope instances via ScriptableObject assets.
  • Dynamic Runtime API: Exposes methods for live parameter adjustments, winching (Reel), re-initialization (Build/Restring), and dynamic collider exclusions.
  • Distance LOD & Optimization: Scales down solver iterations and span sampling based on distance to the main camera, backed by a 1024-candidate broadphase buffer.
  • Procedural Mesh & URP Shader: Generates tube geometry dynamically along solver nodes (RopeMesh.cs) and renders strand/lay patterns via custom HLSL (Rope.shader).
  • Clean Modular Architecture: Pure C# implementation with zero native dependencies, no static state for safe Domain Reloading, and isolated Assembly Definitions (RopeSim, RopeSim.Simulation, RopeSim.Rendering).

Simple Rope is a lightweight, component-based rope physics system optimized for Unity 6 and URP.Designed for flexibility and performance, it supports free, fixed, target-following, and Rigidbody-attached ends with real-time length adjustments.


Key Features

  • Flexible Endpoints: 4 modes (Fixed, Follow, Rigidbody, Free) with runtime rebinding and dynamic length control.
  • Profile-Based Workflow: Share physics and collision setups across multiple ropes using reusable Collision Profile assets.
  • Deep Physics Tuning: Fine-tune node counts, solver iterations, friction, and collision masks for your exact performance budget.

Use Cases


  • Puzzles & Mechanics: Cable puzzles, tethering, towing, and winches.
  • Action & World Design: Grappling hooks, ziplines, crane hoists, and interactive dynamic cables.