Readme
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README.md
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# Cable Joints implementation in Unity
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### Running:
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- Load project in Unity
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- Select a scene from the file explorer in "Assets > Scenes"
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- Enable Gizmos using the button in the top right of the game preview
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- Press the play button
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### Code Structure
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| File | Description|
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|------------------------------------------------------------| -|
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| [CableJointsAlgorithm.cs](Assets/CableJointsAlgorithm.cs) | Main Algorithm Implementation|
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| [Controller.cs](Assets/Controller.cs) | Sets up the scene, creates Unity Game Objects|
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| [RollerProperties.cs](Assets/RollerProperties.cs) | Contains properties for each part of the Cable|
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| [Extensions.cs](Assets/Extensions.cs) | Useful extension methods|
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### Creating a scene:
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An effort was made to simplify creation of new scenes as much as possible and create most required objects in code instead.
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- Create a new scene in unity
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- Add the controller component to any object (e.g. the Main Camera)
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- Add rollers using Right click > 2D Object > Sprites > Circle
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- Other shapes can be added using the same menu
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- Add the RollerProperties Component to all objects which should be connected by the cable and adjust the settings:
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- Start: set for one of the ends of the cable
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- Clockwise: determines the side the cable is running around the object
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- Link To: Select the next game object the cable should be connected to
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- Movement: Rotatable and Powered should only be used for circles and represent rollers. Fixed and Free can be used for any shape
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- Use fixed attachment point: If set to true the object is not viewed as a roller, but a point attachment instead (e.g. weights)
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- Objects not connected by cable (e.g. Floor) can be created by adding an sprite with a collider.
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- Mass is calculated based on area
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- Press 'T', to toggle powered wheels on and off.
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