Verlet Tools

Verlet Tools leverages Verlet integration, a lightweight physics simulation technique ideal for soft-body motion, cloth, hair, tails, and other physics-driven transforms. Named after physicist Loup Verlet, this method calculates motion using position and velocity approximations, without relying on forces, Rigidbody components, or Unity’s FixedUpdate loop.

Verlet Transform

  • Each VerletTransforms simulates a transform’s motion using Verlet integration.

  • The system is designed for stable, springy motion with low performance cost.

  • Parameters such as drag, damping, elasticity, and stiffness are controlled via artist-friendly animation curves.

  • Fully decoupled from Unity physics, it works on arbitrary Transform hierarchies, making it perfect for stylised secondary animation, procedural motion, and non-physical entities.

Verlet Line

In addition to transform-based animation, Verlet Tools include Verlet Line, a powerful system for simulating ropes, cables, chains, and similar line-based objects.

Key features of Verlet Line include:

  • Full collision support along the entire length of the line, allowing realistic interaction with world geometry.

  • Pinning system with three modes:

    • Static: pins a line point rigidly in world space.

    • Kinematic: pins an object to follow a line, point’s position and rotation.

    • Force Transfer: connects the line with Rigidbody physics, enabling forces to flow bidirectionally (e.g., ropes dragging objects or cranes lifting loads).

  • Adjustable resolution for tuning simulation detail and performance.

  • Custom mesh support for the line’s profile and caps, allowing full control over visual appearance.

  • Per-node parameter control via curves, enabling fine-tuning of properties like mass, damping, and stretchiness along the rope.

  • Designer-friendly tools for editing control points and pins directly in the Unity Editor.

Together, Verlet Transform and Verlet Line provide a flexible, performant, and artist-friendly toolkit for physics-driven animation and simulation in Unity, enabling rich, dynamic behaviours without the overhead or complexity of traditional rigidbody physics.

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