This component inherits from Handle .

Overview

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>

Setup (Horizontal / Point-To-Point)

Point-To-Point ropes will generate a rope that links from the RopeStart transform to the RopeEnd transform.

  1. Find the RopeHorizontal prefab in the SDK examples folder.
  2. Place the prefab in your scene, drag RopeStart and RopeEnd to the desired start and end point of your rope.

Setup (Vertical / Dynamic)

Dynamic ropes will generate a rope that reaches from the RopeStart transform to the nearest floor.

  1. Find the RopeVertical prefab in the SDK examples folder.
  2. Place the prefab in your scene and move it to where the top of your rope should be.
  3. Ensure there is at least one non-trigger collider directly below the rope, with the distance to the rope being less than the value specified in the Raycast Range property.

Component Properties

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.

Notes

Rope Object

The mesh and collider generated by this component are placed on the RopeStart game object.

Rope Radius

The value provided for Rope Radius is halved ingame.