Live Preview Lab
Reference project version: Unity 2022.3.62f3. Compatibility with other Unity versions has not been verified. Uses Unity's built-in 3D physics, Rigidbody components and ConfigurableJoint constraints. The material builder selects Standard for the Built-in Render Pipeline or URP/Lit when a render pipeline is assigned. URP requires compatible materials and shaders. HDRP material generation is not explicitly supported. Bridge roots and parent transforms must use unit scale. Endpoints must be
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Unity · Seller reported: 2022.3.62f3
Create physics-driven rope bridges for your Unity environments with a configurable generator and ready-to-use prefabs.
Position two endpoints, adjust your settings and rebuild. Customize plank count, width, thickness, spacing, sag, railing height and rope appearance. Each board uses a Rigidbody and BoxCollider, with breakable joints connecting the deck.
BUILD AND CUSTOMIZE • Generate bridges between two endpoints. • Configure 4–80 planks, deck dimensions and initial sag. • Adjust plank mass, joint break thresholds and impact breakage. • Assign wood, rope and metal materials. • Use an optional custom plank visual prefab. • Move endpoints with Scene view handles and rebuild through the custom Inspector.
INTERACTIVE BREAKAGE • Let physics forces or collision impacts break connections. • Cut individual rope connections or detach selected boards. • Restore bridges by rebuilding during Play Mode. • Connect gameplay reactions through break events and public C# methods.
INCLUDED CONTENT • Reinforced, Weathered and Compact bridge prefabs. • One Canyon Lab demo scene with two bridge configurations. • Interactive tools to drop test loads, break boards, cut ropes and restore bridges. • Orbit camera controls and live connection-damage counters. • A 65 kg test-load prefab, plank visual prefab and decorative anchor post. • Materials, textures, C# source and a custom-scene setup guide.
Use the system to create unstable crossings, destructible routes and environmental interactions in adventure, survival, platforming and exploration games.
The deck provides physical collision. Ropes and railings are visual elements without collision barriers. Breaking a board disconnects it from the bridge; it does not fracture its mesh. A player controller is not included.
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| Version | Engine | Minimum supported | Tested with | Seller reported | Pipeline | Platforms |
|---|---|---|---|---|---|---|
| 1.0.0 | Unity | Not declared | Not verified | 2022.3.62f3 | Built-in, URP, HDRP | Windows, macOS, Linux |
Reference project version: Unity 2022.3.62f3. Compatibility with other Unity versions has not been verified.
Uses Unity's built-in 3D physics, Rigidbody components and ConfigurableJoint constraints.
The material builder selects Standard for the Built-in Render Pipeline or URP/Lit when a render pipeline is assigned. URP requires compatible materials and shaders. HDRP material generation is not explicitly supported.
Bridge roots and parent transforms must use unit scale. Endpoints must be at least 2 Unity units apart and have a meaningful horizontal separation.
A player controller is not included. Integrating a player requires an appropriate controller and collision setup. Railings and ropes do not provide collision barriers.
Custom plank visuals should use a centred pivot and unit-cube dimensions, without physics components or gameplay scripts.
Performance depends on plank count, active bridges and physics solver settings. Profile your intended target platform.
Add a supplied bridge prefab, position its Start Point and End Point, adjust the settings and click Rebuild Bridge.
The package includes one Canyon Lab demo scene and three bridge presets: Reinforced, Weathered and Compact.
Yes. Connections can break from physics forces, boards can release their connections after sufficiently strong impacts, and scripts can cut ropes or detach boards.
Yes. Call Rebuild() or use the demo's Restore All control to regenerate the bridge from its current settings.
Yes. Assign a mesh-only visual prefab with a centred pivot and unit-cube dimensions. The generator supplies the board physics and applies the selected wood material.
No. They are visual elements. Add a separate collision solution if your game needs physical guardrails.
No. The demo includes an orbit camera and interaction tools. Integrate and test your own player controller.
Yes. Set Rope Break Force, Rope Break Torque and Impact Break Impulse to 0. Explicit Break or Cut calls can still disconnect parts.
No. Rebuild after changing endpoints or generation settings.
No. It releases the connections attached to that board.
| Version | Channel | Released | Minimum supported | Seller reported | Tested with | Changelog | File |
|---|---|---|---|---|---|---|---|
| 1.0.0 | STABLE (default) | 9/25/2026 | Not declared | 2022.3.62f3 | Not verified | Initial release | Available after purchase |
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