This component provides an easy way to set up ropes that can be grabbed by the player.
<aside> 🗒️ This kind of rope is static. If you are looking for a rope for hanging lanterns, see Rope Simple .
</aside>
Point-To-Point ropes will generate a rope that links from the RopeStart transform to the RopeEnd transform.
Dynamic ropes will generate a rope that reaches from the RopeStart transform to the nearest floor.
Raycast Range property.| Field | Description |
|---|---|
| Rope Start | A transform that will act as the starting point of the rope. |
| Rope Target | A transform that will act as the ending point of the rope. |
| Rope Radius | Controls the radius of the generated rope mesh. |
| Rope Material | The material to apply to the generated rope mesh. |
| Rope Use Collider | Should the rope have a physics collider? |
| Rope Layer | The Layers that the generated rope object should be set to. |
| Rope Physic Material | The physics material that will be applied to the generated rope object's collider. |
| Rope Tag | Tag to apply to the generated rope object. |
| Dynamic Height | |
| Dynamic Height | Should this rope use Dynamic Height? |
| Raycast Range | How far to check for a floor to place the end of the rope at. |
| Height From Ground | How far above the floor the end of the rope should be. |
The mesh and collider generated by this component are placed on the RopeStart game object.
The value provided for Rope Radius is halved ingame.