This repository is served as a sandbox to explore all approaches to make 2D ropes in Unity. Feel free to use for educational purposes. Contact me for further clarifications at linhkhoiluong@gmail.com
A joint that allows a Rigidbody2D to rotate around a point, like a hinge.
- Enable Collision
- Allows connected bodies to collide with each other
- Usually disabled for stability
- Connected Rigidbody 2D
- The object this joint is attached to
- If null → attaches to the world (fixed point)
- Useful for pendulum/swing behavior
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Anchor (X, Y)
- Pivot point on this object (local space)
- Defines where rotation happens
- Can be outside the sprite
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Connected Anchor (X, Y)
- Pivot point on the connected body (or world)
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Auto Configure Connected Anchor
- Automatically aligns anchors
- Disable for manual control
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Use Motor
- Enables automatic rotation
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Motor Speed
- Target angular speed (degrees/second)
- Can be positive or negative
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Maximum Motor Force
- Max torque applied to reach target speed
- Higher value → stronger motor
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Use Limits
- Restrict rotation angle
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Lower Angle
- Minimum allowed rotation
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Upper Angle
- Maximum allowed rotation
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Common use cases:
- Door hinge
- Swing
- Rotating mechanism
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Combine:
- Motor + Limits → controlled rotation
- Create a Rope GameObject
- Create multiple segment (node) GameObjects as children
- Add Hinge Joint 2D to each segment
- For each segment:
- Connect it to the previous (upper) segment
- Disable Auto Configure Connected Anchor (for Segment_0)
- Attach Segment_0 to an Anchor object (same position)
- Easy to set up
- Little to no coding required
- Less realistic rope behavior
- Can stretch and become unstable
- Collision is acceptable but not very accurate
- Rig sprite:
- Sprite Editor → Skinning Editor
- Create Bones → Auto Geometry → Generate
- Create a Rope GameObject
- Add Sprite Skin component
- For each bone:
- Add Hinge Joint 2D
- Connect to the previous (upper) bone
- Disable Auto Configure Connected Anchor (for Bone_0)
- Attach Bone_0 to an Anchor object (same position)
- Tune parameters:
- Rigidbody mass
- Joint angle limits
- Smoother visual deformation
- More natural-looking rope
- Poor / unstable collision handling
- More complex setup
- Not recommended for physics-heavy interactions
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Segment-based approach
- Simple, decent physics, easier to control
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Bone-based approach
- Better visuals, worse collision, more complex
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For realistic physics → prefer Verlet / PBD approach
- A simple physics method:
- Uses positions only
- Does NOT store velocity explicitly
- Suitable for rope, cloth, soft bodies
Using Taylor expansion:
Add the two equations:
Rearrange:
- Velocity is implicitly stored:
- Motion is computed using:
- Previous movement
- Acceleration
- Do not simulate forces directly
- Instead:
- Predict positions
- Project positions to satisfy constraints
- Example (rope):
- Meaning:
- = 0 → correct length
- > 0 → stretched
- < 0 → compressed
- Compute constraint error
- Move points to reduce error
- Repeat multiple times (iterative solver)
- Create multiple rope segments
- Each segment stores:
- Current position
- Previous position
- Place segments with fixed spacing
- Uses:
- Previous movement
- Acceleration (gravity)
- No explicit velocity
- Fix the first segment to a target (e.g. mouse)
- Defines rope starting point
- Compute distance error
- Adjust positions to maintain length
- Move both points (except anchor)
- Iterate multiple times per frame
- More iterations → more rigid rope
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Detect overlaps with colliders
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Resolve by:
- Pushing segment out
- Reflecting movement (bounce)
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Rebuild previous position:
- Draw segments using LineRenderer
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Why using the CollisionInfo class?
→ Using a reference to the Collider2D is much slower (~2x), probably due to its large size and scattered pointers, both of which are terrible for cache performance.
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Why not using built-in LineRenderer component but creating a Mesh for rendering ropes
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Limited visual quality
- Can produce jagged or inconsistent thickness
- Hard to achieve smooth, high-quality rope appearance
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Less control
- Limited control over vertices and geometry
- Difficult to customize shape (caps, width variation, bending)
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Artifacts / glitches
- May show visual artifacts when rope bends sharply
- Can look unstable in dynamic simulations
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Performance limitations
- Not optimized for large numbers of segments in complex cases
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- Hinge Joint 2D - Official Unity Tutorial, Unity
- Creating Rope Objects with Physics | Unity Tutorial, Sasquatch B Studios
- Make a custom rope (with collisions) using VERLET Integration (Unity Tutorial), Sasquatch B Studios
- Verlet Rope in Games, Michael Palmos
- Advanced Character Physics, Thomas Jakobsen