Obi Rope Rendering Modes

Both ObiRope and ObiRod support 4 different rendering components:

ObiRopeExtrudedRenderer
Extrudes a ObiRopeSection asset along the rope's main axis. This is the most commonly used renderer.
ObiRopeLineRenderer
Generates a camera-facing triangle strip along the rope's main axis, similar to Unity's TrailRenderer. This is generally much cheaper than ObiRopeExtrudedRenderer.
ObiRopeChainRenderer
Spawns prefabs along the rope segments.
ObiRopeMeshRenderer
Deforms multiple instances of a mesh along the rope's path. This is the most versatile renderer, but also the most expensive.

ObiRopeExtrudedRenderer

Generates a smooth, continuous mesh along the particles that make up your rope by extruding a ObiRopeSection. No manually authored mesh or geometry is needed. All is automatically generated.

Rope rendered using procedural mode and the default rope section.

These are this renderer's parameters:

  • UV Anchor: Point along the rope where the texture coordinate origin is placed. It is expressed in normalized coordinates: 0 is the start of the rope, 1 is its end.
  • UV Scale : Scaling of the texture coordinates in the rope mesh.
  • Normalize V : Forces the V texture coordinate to be 0 at the beginning of the rope and v-scale at its end. Enable this if you don´t want your texture to tile along the rope, but to stretch with it instead. Specially useful for ropes than use ObiRopeCursor to change their length.
  • Section: Used to provide a custom shape for the mesh cross-section. The default asset is a 8-segment circle, but you can define your own shapes.
  • Section thickness scale : Scales the actual mesh thicnkess with respect to the particle radius. A value of 1 will generate a mesh that fits the particle radius exactly. Larger values will make a mesh thicker than the particle representation, lower values will make the mesh thinner.
  • Section twist : Amount of twist applied to each rope section, expressed in degrees.

ObiRopeLineRenderer

Generates a camera-facing triangle strip, akin to trail rendering. This is much cheaper than the other methods.

Rope rendered using line mode.

These are this renderer's parameters:

  • UV Anchor: Point along the rope where the texture coordinate origin is placed. It is expressed in normalized coordinates: 0 is the start of the rope, 1 is its end.
  • Section thickness scale : Scales the actual mesh thickness with respect to the particle radius. A value of 1 will generate a mesh that fits the particle radius exactly. Larger values will make a mesh thicker than the particle representation, lower values will make the mesh thinner.
  • UV Scale : Scaling of the texture coordinates in the rope mesh.
  • Normalize V : Forces the V texture coordinate to be 0 at the beginning of the rope and v-scale at its end. Enable this if you don´t want your texture to tile along the rope, but to stretch with it instead. Specially useful for ropes than use ObiRopeCursor to change their length.

ObiRopeChainRenderer

Instantiates custom prefabs in the spaces between particles. This results in a chain made of rigid links. You must provide at least 1 prefab to be used as the chain link.

Rope rendered using chain mode with link-shaped mesh and a section twist of 45 degrees.

These are this mode's parameters:

  • UV Anchor : Point along the rope where the prefab cycle is started. It is expressed in normalized coordinates: 0 is the start of the rope, 1 is its end.
  • Link scale : Scale of the prefabs instanced along the rope.
  • Randomize links : Enable this to pick each link at random from the chain links list. Disable it to generate the links in the same order they're provided in the list.
  • Chain links : List of link prefabs used to build the chain.
  • Section twist : Amount of twist applied to each rope section, expressed in degrees.

ObiRopeMeshRenderer

This is the most flexible rendering method, but also the most expensive. It will take a custom mesh and lay it out multiple times along the rope, deforming it to follow the rope's shape and movements.

Rope rendered using custom mesh mode with Unity's default capsule mesh.

These are this mode's parameters:

  • Mesh: Reference to the mesh that will be deformed by the rope.
  • Axis: Mesh axis (in model space) that will be aligned with the rope.
  • Volume scaling: Controls how much the mesh will deform to try and maintain volume when the rope is stretched beyond its rest length.
  • Stretch with rope: If enabled, the mesh will squash/stretch together with the rope. If disabled, the mesh will 'slide' over the rope when it length is over/under the rest length.
  • Span entire length: If enabled, the mesh will span the entire length of the rope, even if it has to be stretched or compressed along the rope axis. If disabled, the mesh will keep its size along the rope axis regardless of rope length.
  • Instances: How many times should the mesh be repeated along the rope.
  • Instance spacing: Size of the gap left between mesh instances.
  • Offset: Initial gap left before the first mesh instance.
  • Scale: Scaling of mesh instances.
  • Section twist : Amount of twist applied to each rope section, expressed in degrees.