introvoyz041's picture
Migrated from GitHub
d883ffe verified
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 4510294d23d964fe59443526f1ca7c4b, type: 3}
m_Name: Rope
m_EditorClassIdentifier:
m_displayName: Rope
m_hierarchyName: Rope
m_context: {fileID: 11400000, guid: 0213ac5a1a4e20343897a54b5d658570, type: 2}
m_markdownFile: {fileID: 0}
m_priority: 1010
m_overrideMarkdownText: "# Rope System\n\nNorthStar's development prioritized creating
a realistic rope simulation system. We achieved this by combining Verlet integration
for simulation with anchoring constraints for interactive rope behavior.\n\n##
Verlet Simulation\n\n![](./Images/RopeSystem/Fig3.png)\n\nVerlet integration
simplifies rope physics by focusing on point mass calculations. Each point mass
stores only its current and previous positions, assuming a unit mass. Constraints
are enforced by adjusting point positions to maintain the rope's rest length.\n\nThis
approach simulates how ropes visually react to player interactions. However,
forces only travel from the player to the rope, not bidirectionally.\n\nTo enhance
stability, we implemented a binding system. This system allows specific nodes
in the rope simulation to act as kinematic points, unaffected by forces or constraints.
We optimized the Verlet simulation using Burst Jobs to support many nodes and
high iteration counts for constraint solving.\n\n### Relevant Files\n- [BurstRope.cs](https://github.com/meta-quest/Unity-UtilityPackages/blob/main/com.meta.utilities.ropes/Runtime/Rope/VerletRope/BurstRope.cs)\n\n##
Anchoring Constraints\n\nWe developed an anchoring system to let players interact
with and be constrained by ropes. This system enables ropes to wrap around static
objects, dynamically creating bends that constrain the Verlet simulation.\n\n**How
Anchors Work:**\n\n- When the rope encounters an obstacle, a new anchor is created
based on normal direction, bend angle, and bend direction.\n- If the player holds
the rope, the system calculates the rope length between two anchors and applies
a configurable joint with a linear limit to prevent overstretching.\n- Slack
and spooled rope are managed, allowing:\n - Loose rope to be pulled through
when tightening.\n - Extra rope to be spooled out, such as for sail controls.\n-
If the player exerts enough force, the rope can slip, allowing hands to slide
along it like a real rope.\n- The number of bends, slack amount, and spooled
rope length can trigger events when the rope is pulled tight or tied.\n\n###
Relevant Files\n- [RopeSystem.cs](https://github.com/meta-quest/Unity-UtilityPackages/blob/main/com.meta.utilities.ropes/Runtime/Rope/RopeSystem.cs)\n\n##
Tube Rendering\n\n![](./Images/RopeSystem/Fig2.png)\n\nTo render ropes visually,
we developed a tube renderer that:\n\n- Uses rope nodes to generate a lofted
mesh along a spline.\n- Supports subdivisions for added detail.\n- Adds indentation
and twisting for realism.\n- Utilizes normal mapping for enhanced depth and texture.\n-
Is optimized using Burst Jobs for efficient performance.\n\n### Relevant Files\n-
[TubeRenderer.cs](https://github.com/meta-quest/Unity-UtilityPackages/blob/main/com.meta.utilities.ropes/Runtime/Rope/VerletRope/TubeRenderer.cs)\n\n##
Collision Detection\n\n![](./Images/RopeSystem/Fig1.png)\n\nEfficient rope collision
detection was challenging. We used `Physics.ComputePenetration()` to detect interactions
between Verlet nodes and nearby level geometry. However, two key issues arose:\n1.
`ComputePenetration` is incompatible with Jobs or Burst, so collision detection
had to occur on the main thread after Verlet simulation.\n2. Single collision
checks per frame caused phasing issues, as ropes passed through objects when
nodes were forced apart.\n\n**Optimizations for Better Collision Detection:**\n\nTo
address these issues, we:\n- Split the rope simulation into multiple sub-steps,
running a collision check after each sub-step.\n- Forced the first job to complete
immediately, allowing for early collision checks in the frame.\n- Performed the
second sub-step during the frame, resolving it in `LateUpdate()` for increased
stability.\n- Used `SphereOverlapCommand` in a Job to efficiently gather potential
collisions without stalling the main thread.\n\n### Relevant Files\n- [BurstRope.cs](https://github.com/meta-quest/Unity-UtilityPackages/blob/main/com.meta.utilities.ropes/Runtime/Rope/VerletRope/BurstRope.cs)\n\n##
Editor Workflow\n\n![](./Images/RopeSystem/Fig4.png)\n\nWe streamlined the process
of adding and configuring ropes in scenes with an intuitive editor workflow:\n-
Start with the `RopeSystem` prefab.\n- Edit the included spline to define the
desired rope shape.\n- Use context menu options in the `RopeSystem` component
to:\n - Set up nodes.\n - Define the rope's total length.\n- Run the simulation
in a test scene and allow the rope to settle naturally.\n- Copy the anchor points
and `BurstRope` nodes from the simulation back into the editor.\n- Finalize the
rope setup for use in live gameplay.\n\n![](./Images/RopeSystem/Fig0.png)\n\n###
Relevant Files\n- [RopeSystem.prefab](../Assets/NorthStar/Prefabs/RopeSystem.prefab)\n\n##
Conclusion\n\nBy combining Verlet simulation with dynamic anchoring constraints,
we created a realistic and performant rope system for NorthStar. The use of Burst
Jobs, tube rendering, and multi-step collision detection balanced realism, interactivity,
and performance. The editor workflow streamlined development, enabling efficient
iteration and fine-tuning of rope behaviors.\n"
m_overrideMarkdownRoot: .\Documentation/