{"repo":"Skyquakers/godot-rope3d","free":true,"listed":false,"github":"https://github.com/Skyquakers/godot-rope3d","clone":"git clone https://github.com/Skyquakers/godot-rope3d.git","description":"Dynamic Physical 3D Rope in Godot that interacts with Rigidbody3D","language":"GDScript","stars":34,"topics":["3d","godot","physics","rigidbody","rope","pinjoint"],"license":null,"category":"game-templates","readme_excerpt":"Godot Rope3D Physical 3D rope based on PinJoint3D that interacts with RigidBody3D Installation Via asset library Usage GUI - Instantiate child scene. Adding child node will not work because Rope3D scene has children - click Rope3D - Select start point, end point, adjust other values - Reference the Rope3D node in code, call rope.make() when you need it Code Rope Making Fails Due to dynamic generating, there are many situations that rope.make() can raise errors - The rope length is shorter then distance between two Node3D s - resolution cannot be less then one - The size of segment is longer than the rope - Two global positions of Node3D and the turning point position cannot constitude to a triangle, as shown in the figure below If you want to make gameplays that allows player to create rope on the fly, make sure to check the boolean result of rope.make() or rope.can make() Without Physics If you do not need physics, you can simply instantiate a RopeMesh and operate the curve points of the child Path3D RopeMesh is an ImmediateMesh that draws a 3d rope from Path3D verlet rope C#, ImmediateMesh rope with particle verlet integration simulation, is highly recommended if you don't need RigidBody3D interaction and use C# for your project. How it works Dynamic 3D Physical Rope in Godot","default_branch":null,"files":null,"tree":[],"storefront":"/r/Skyquakers","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/Skyquakers/godot-rope3d/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}