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.