As said in the last section of this tutorial, if you have a steel wire with a large spring constant then it will be difficult to simulate the rope by using small springs. One solution to that problem is to use Unity's spring joint. A steel wire will not curve that much anyway, so approximating the rope with one large spring joint is accurate enough. To make the rope bend a little, we will use a Bezier curve, which will not explode whatever you do, so this method is more robust. Alternatively you could use the ideas from the last section of this tutorial and simulate a rope with other parameters between the large spring joint.

This rope will also be able to move up and down because it's attached to a winch. This is also much easier to implement if we have a large spring joint than several smaller springs connected in series.

To make this work you need two boxes. The rope will be attached to one of these boxes and the other box will simply hang from the rope. Add a spring joint to the box the rope is attached to and set its rigidbody to static. Both Anchor and Connected Anchor (Spring joint settings) should be 0. Drag what is hanging from the rope to the spring joint. Then add the following script to a gameobject which has a line renderer attached to it:

using System.Collections; using System.Collections.Generic; using UnityEngine; //If we have a stiff rope, such as a metal wire, then we need a simplified solution //this is also an accurate solution because a metal wire is not swinging as much as a rope made of a lighter material public class RopeControllerSimple : MonoBehaviour { //Objects that will interact with the rope public Transform whatTheRopeIsConnectedTo; public Transform whatIsHangingFromTheRope; //Line renderer used to display the rope private LineRenderer lineRenderer; //A list with all rope sections public List<Vector3> allRopeSections = new List<Vector3>(); //Rope data private float ropeLength = 1f; private float minRopeLength = 1f; private float maxRopeLength = 20f; //Mass of what the rope is carrying private float loadMass = 100f; //How fast we can add more/less rope float winchSpeed = 2f; //The joint we use to approximate the rope SpringJoint springJoint; void Start() { springJoint = whatTheRopeIsConnectedTo.GetComponent<SpringJoint>(); //Init the line renderer we use to display the rope lineRenderer = GetComponent<LineRenderer>(); //Init the spring we use to approximate the rope from point a to b UpdateSpring(); //Add the weight to what the rope is carrying whatIsHangingFromTheRope.GetComponent<Rigidbody>().mass = loadMass; } void Update() { //Add more/less rope UpdateWinch(); //Display the rope with a line renderer DisplayRope(); } //Update the spring constant and the length of the spring private void UpdateSpring() { //Someone said you could set this to infinity to avoid bounce, but it doesnt work //kRope = float.inf // //The mass of the rope // //Density of the wire (stainless steel) kg/m3 float density = 7750f; //The radius of the wire float radius = 0.02f; float volume = Mathf.PI * radius * radius * ropeLength; float ropeMass = volume * density; //Add what the rope is carrying ropeMass += loadMass; // //The spring constant (has to recalculate if the rope length is changing) // //The force from the rope F = rope_mass * g, which is how much the top rope segment will carry float ropeForce = ropeMass * 9.81f; //Use the spring equation to calculate F = k * x should balance this force, //where x is how much the top rope segment should stretch, such as 0.01m //Is about 146000 float kRope = ropeForce / 0.01f; //print(ropeMass); //Add the value to the spring springJoint.spring = kRope * 1.0f; springJoint.damper = kRope * 0.8f; //Update length of the rope springJoint.maxDistance = ropeLength; } //Display the rope with a line renderer private void DisplayRope() { //This is not the actual width, but the width use so we can see the rope float ropeWidth = 0.2f; lineRenderer.startWidth = ropeWidth; lineRenderer.endWidth = ropeWidth; //Update the list with rope sections by approximating the rope with a bezier curve //A Bezier curve needs 4 control points Vector3 A = whatTheRopeIsConnectedTo.position; Vector3 D = whatIsHangingFromTheRope.position; //Upper control point //To get a little curve at the top than at the bottom Vector3 B = A + whatTheRopeIsConnectedTo.up * (-(A - D).magnitude * 0.1f); //B = A; //Lower control point Vector3 C = D + whatIsHangingFromTheRope.up * ((A - D).magnitude * 0.5f); //Get the positions BezierCurve.GetBezierCurve(A, B, C, D, allRopeSections); //An array with all rope section positions Vector3[] positions = new Vector3[allRopeSections.Count]; for (int i = 0; i < allRopeSections.Count; i++) { positions[i] = allRopeSections[i]; } //Just add a line between the start and end position for testing purposes //Vector3[] positions = new Vector3[2]; //positions[0] = whatTheRopeIsConnectedTo.position; //positions[1] = whatIsHangingFromTheRope.position; //Add the positions to the line renderer lineRenderer.numPositions = positions.Length; lineRenderer.SetPositions(positions); } //Add more/less rope private void UpdateWinch() { bool hasChangedRope = false; //More rope if (Input.GetKey(KeyCode.O) && ropeLength < maxRopeLength) { ropeLength += winchSpeed * Time.deltaTime; hasChangedRope = true; } else if (Input.GetKey(KeyCode.I) && ropeLength > minRopeLength) { ropeLength -= winchSpeed * Time.deltaTime; hasChangedRope = true; } if (hasChangedRope) { ropeLength = Mathf.Clamp(ropeLength, minRopeLength, maxRopeLength); //Need to recalculate the k-value because it depends on the length of the rope UpdateSpring(); } } }

Then you need a script that will generate a Bezier curve.

using System.Collections; using System.Collections.Generic; using UnityEngine; //Approximate the rope with a bezier curve public static class BezierCurve { //Update the positions of the rope section public static void GetBezierCurve(Vector3 A, Vector3 B, Vector3 C, Vector3 D, List<Vector3> allRopeSections) { //The resolution of the line //Make sure the resolution is adding up to 1, so 0.3 will give a gap at the end, but 0.2 will work float resolution = 0.1f; //Clear the list allRopeSections.Clear(); float t = 0; while(t <= 1f) { //Find the coordinates between the control points with a Bezier curve Vector3 newPos = DeCasteljausAlgorithm(A, B, C, D, t); allRopeSections.Add(newPos); //Which t position are we at? t += resolution; } allRopeSections.Add(D); } //The De Casteljau's Algorithm static Vector3 DeCasteljausAlgorithm(Vector3 A, Vector3 B, Vector3 C, Vector3 D, float t) { //Linear interpolation = lerp = (1 - t) * A + t * B //Could use Vector3.Lerp(A, B, t) //To make it faster float oneMinusT = 1f - t; //Layer 1 Vector3 Q = oneMinusT * A + t * B; Vector3 R = oneMinusT * B + t * C; Vector3 S = oneMinusT * C + t * D; //Layer 2 Vector3 P = oneMinusT * Q + t * R; Vector3 T = oneMinusT * R + t * S; //Final interpolated position Vector3 U = oneMinusT * P + t * T; return U; } }

If you now move the box the rope is attached to then the rope should swing back and forth.