I’m working on developing a cable now using line renderer. Needing something non elastic (thinking of changing from Configurable to character joint) but the line render graphic, I can’t seem to make look “round” around the top/bottom edge (when horizontal) Vs a flat line drawn drawn by a marker
Man I'm trying to do this myself rn and sheeeeh... I'm very close but whenever I turn the component on fps drops to 15(from 200), and my faces won't seem to generate the right direction... Another few hours of trouble shooting should do the trick... I gain more and more respect for this video every hour I spend
Can you share what adjustments you made with the configurable joint? I don't mean the script, I'm talking about the setup for one rigidbody sphere to another.
Hi, my configurable joints are set up by the script that instantiates them - and I really regret not showing the setup in my video. Here's the function I wrote up to configure them correctly: public void ConfigureJoint(ConfigurableJoint j, Rigidbody c) { j.xMotion = ConfigurableJointMotion.Locked; j.yMotion = ConfigurableJointMotion.Locked; j.zMotion = ConfigurableJointMotion.Locked; j.angularZMotion = ConfigurableJointMotion.Limited; j.angularYMotion = ConfigurableJointMotion.Limited; j.angularXMotion = ConfigurableJointMotion.Limited; j.projectionMode = JointProjectionMode.PositionAndRotation; j.enablePreprocessing = false; j.connectedBody = c; }
I think these wires look awesome! I have started working on implementing some of my own in a similar way and have gotten close. How did you solve the issues with joints stretching away from each other when just resting? It makes the wire act funky and always very droopy. I can't seem to find a setting or a solution anywhere.
Hi Tony, thanks for the kind words! I'm using Unity's configurable joint, I have a function set aside with the following setup and I regret not discussing it in the video: public void ConfigureJoint(ConfigurableJoint j, Rigidbody c) { j.xMotion = ConfigurableJointMotion.Locked; j.yMotion = ConfigurableJointMotion.Locked; j.zMotion = ConfigurableJointMotion.Locked; j.angularZMotion = ConfigurableJointMotion.Limited; j.angularYMotion = ConfigurableJointMotion.Limited; j.angularXMotion = ConfigurableJointMotion.Limited; j.projectionMode = JointProjectionMode.PositionAndRotation; j.enablePreprocessing = false; j.connectedBody = c; } Probably needless to say, but more information on each individual property is available here: docs.unity3d.com/Manual/class-ConfigurableJoint.html
@@LoneDeveloper I have my joints set with similar settings, but I am getting a lot of drifting where the anchors pull away even though the motion is locked. Are you doing any fancy math or anything with the RigidBodies to keep them from drooping and drifting? It's the last peice of the base implementation I'm missing before I start working on the mesh shell.
It's a skinned mesh where the vertices and tris are placed and then translated along the positions of the rigidbodies. Verts and tris are just arrays that you can assign vector3s and int indices to, respectively.
I'm so happy I accidently bumped into your channel. Your content is probably the best VR dev content I've seen BY FAR. The topics you cover are interesting, smart and super relevant, and you're doing amazing job explaining and demonstrating. Eagerly waiting for more, and looking forward to hear more about your game! Thank you!
Thanks for the great video. Do you think this wire physics would apply the same way for an AR-game? I have a project for an AR-mobile-game and wonder if it would be too heavy in terms of processing to apply on that. Thank you again.
Thanks! Short answer is probably yes! The mesh generation code is rather lightweight so I don't think you'd have any problems there, the bottleneck is probably the rigidbody density of the wire, I've considered using splines to work around this though I haven't implemented it yet.
Thanks, and I do intend to release the source code for projects like this, but not until fully completed. Additionally I need to be 100% sure that all the bugs and eccentricities have been worked out, which is something I can't say for my wire physics codebase just yet (especially because I've been adding functionality since I've released this video). When I do release the code in the future, I'll probably post a video about it so it'll be hard to miss, though you may have found an alternate solution by then.
I wish! It's still under active development but I work on this thing in my unfortunately limited free time. Staying cautiously optimistic, I'd like to say I'll have a release of it out in the wild by the end of the summer, but I can't say that with 100% certainty.
This was the easiest method I could come up with, as I was inspired by existing implementations in other software. If you're using Unity, there are cheaper ways of achieving wire-like physics with Unity's cloth component. docs.unity3d.com/Manual/class-Cloth.html Hope this helps!
Wow, just when I thought I was a pretty good Unity developer, I see stuff like this and now I know I'm just mediocre, hahaha... shiiieeettttt, I gotta study up!
this is not a step-by-step breakdown. Very misleading. If you're going to call it that, the least you can do is make it a tutorial. this is like a kid saying "hey I'll show you my new toy, we'll play with it at recess!" and then proceeding to just wave it front of a starving crowd of paraplegic children's faces as it makes siren noises and flashes lights.
Hey the video is fantastic. Is there any chance you could share the configurable joints settings?
Your channel is really fantastic. Every video is incredibly informative. Would love to see a more in depth tutorial series from you in the future!
Line renderer with a good normal map works surprisingly well for cables and hoses.
I’m working on developing a cable now using line renderer. Needing something non elastic (thinking of changing from Configurable to character joint) but the line render graphic, I can’t seem to make look “round” around the top/bottom edge (when horizontal) Vs a flat line drawn drawn by a marker
Excited to see your game too, looks like it has a lot of promise
Man I'm trying to do this myself rn and sheeeeh... I'm very close but whenever I turn the component on fps drops to 15(from 200), and my faces won't seem to generate the right direction... Another few hours of trouble shooting should do the trick...
I gain more and more respect for this video every hour I spend
03:25 to 03:50 can you please explain more about it i am not good in Coding Please can you provide some code ?
Amazing visually and mechanically. Glad I found this channel thanks for sharing!
Your underrated edit: keep up the good work!
That's so cool! Thanks for sharing and explaining your approach 🌟
how did you keep your individual points so smooth behaving mine jump around randomly
Thanks again for making this video, it's helpful. I'm working on a VR rope and this was definitely applicable :)
Thanks for the kind words and I'm happy to hear it!
Can you share what adjustments you made with the configurable joint? I don't mean the script, I'm talking about the setup for one rigidbody sphere to another.
Hi, my configurable joints are set up by the script that instantiates them - and I really regret not showing the setup in my video.
Here's the function I wrote up to configure them correctly:
public void ConfigureJoint(ConfigurableJoint j, Rigidbody c)
{
j.xMotion = ConfigurableJointMotion.Locked;
j.yMotion = ConfigurableJointMotion.Locked;
j.zMotion = ConfigurableJointMotion.Locked;
j.angularZMotion = ConfigurableJointMotion.Limited;
j.angularYMotion = ConfigurableJointMotion.Limited;
j.angularXMotion = ConfigurableJointMotion.Limited;
j.projectionMode = JointProjectionMode.PositionAndRotation;
j.enablePreprocessing = false;
j.connectedBody = c;
}
@@LoneDeveloper Thanks for responding, your process is incredible and I hope to one day buy this game!
This is awesome! Thank you so much! I’ve been trying to make a cable (and not a rubber band) so these settings have helped a lot! @Lone Developer
I think these wires look awesome! I have started working on implementing some of my own in a similar way and have gotten close. How did you solve the issues with joints stretching away from each other when just resting? It makes the wire act funky and always very droopy. I can't seem to find a setting or a solution anywhere.
Hi Tony, thanks for the kind words! I'm using Unity's configurable joint, I have a function set aside with the following setup and I regret not discussing it in the video:
public void ConfigureJoint(ConfigurableJoint j, Rigidbody c)
{
j.xMotion = ConfigurableJointMotion.Locked;
j.yMotion = ConfigurableJointMotion.Locked;
j.zMotion = ConfigurableJointMotion.Locked;
j.angularZMotion = ConfigurableJointMotion.Limited;
j.angularYMotion = ConfigurableJointMotion.Limited;
j.angularXMotion = ConfigurableJointMotion.Limited;
j.projectionMode = JointProjectionMode.PositionAndRotation;
j.enablePreprocessing = false;
j.connectedBody = c;
}
Probably needless to say, but more information on each individual property is available here: docs.unity3d.com/Manual/class-ConfigurableJoint.html
@@LoneDeveloper I have my joints set with similar settings, but I am getting a lot of drifting where the anchors pull away even though the motion is locked. Are you doing any fancy math or anything with the RigidBodies to keep them from drooping and drifting? It's the last peice of the base implementation I'm missing before I start working on the mesh shell.
hey! i did this too but on roblox, super dope to see people with the same ideas
This is awesome! I want to figure out how to do something like this in UE5
toontown downtown lookin fresh
Share your rope script
How do you render and connect the vertices that are placed along the rigid bodies? Is there a built in Unity method for adding vertices?
It's a skinned mesh where the vertices and tris are placed and then translated along the positions of the rigidbodies. Verts and tris are just arrays that you can assign vector3s and int indices to, respectively.
@@LoneDeveloper thank you for explaining all that. I will have to look into these and do more research.
Nice work man:)
Can you share the wire system?
Is this asset available to buy somewhere?
how you made a mesh over spheres?
is there a way we can get these assets?
so cool
I'm so happy I accidently bumped into your channel. Your content is probably the best VR dev content I've seen BY FAR. The topics you cover are interesting, smart and super relevant, and you're doing amazing job explaining and demonstrating. Eagerly waiting for more, and looking forward to hear more about your game! Thank you!
Hi, thank you so much for the kind words, and I'm glad you enjoy my content, of which I plan to have more soon! Thanks for tuning in 😁
ok but can you make a whip like Indiana Jones?
Howdy Partner I just Subscribed, to smart for me.
Thanks for the great video. Do you think this wire physics would apply the same way for an AR-game? I have a project for an AR-mobile-game and wonder if it would be too heavy in terms of processing to apply on that. Thank you again.
Thanks! Short answer is probably yes! The mesh generation code is rather lightweight so I don't think you'd have any problems there, the bottleneck is probably the rigidbody density of the wire, I've considered using splines to work around this though I haven't implemented it yet.
@@LoneDeveloper Thanks for replying and your tips!! ;)
Wow that's amazing! Is it possible to share the final wire asset because I need something similar in a project but I'm still a beginner in unity?
Thanks, and I do intend to release the source code for projects like this, but not until fully completed. Additionally I need to be 100% sure that all the bugs and eccentricities have been worked out, which is something I can't say for my wire physics codebase just yet (especially because I've been adding functionality since I've released this video). When I do release the code in the future, I'll probably post a video about it so it'll be hard to miss, though you may have found an alternate solution by then.
Same! I would definitely buy this for my project 😬
@@LoneDeveloper Have you released the source code for this rope physics anywhere?
Thanks! Your game looks interesting , is it out yet?
I wish! It's still under active development but I work on this thing in my unfortunately limited free time. Staying cautiously optimistic, I'd like to say I'll have a release of it out in the wild by the end of the summer, but I can't say that with 100% certainty.
this is really cool and inspiring , is there an easier way for us not blessed by the machine spirit ? :D
This was the easiest method I could come up with, as I was inspired by existing implementations in other software. If you're using Unity, there are cheaper ways of achieving wire-like physics with Unity's cloth component.
docs.unity3d.com/Manual/class-Cloth.html
Hope this helps!
@@LoneDeveloper Thank you for the super fast answer! and thank you for the link, will check it out now :D
Wow, just when I thought I was a pretty good Unity developer, I see stuff like this and now I know I'm just mediocre, hahaha... shiiieeettttt, I gotta study up!
this is not a step-by-step breakdown. Very misleading. If you're going to call it that, the least you can do is make it a tutorial. this is like a kid saying "hey I'll show you my new toy, we'll play with it at recess!" and then proceeding to just wave it front of a starving crowd of paraplegic children's faces as it makes siren noises and flashes lights.
Hackity hack, not a fan of this solution!
FIRST
Seriously impressive
Wow! Love your solution for this. Amazing video!