The radius, or thickness, of the rope.
Defines if the rope will be smoothed out or not.
The number of segments of geometry used in the rope along its length.
The number of sides around the circumference of the rope. 4 sides would make it a diamond-shaped tube, 8 sides would make it much smoother, etc.
Texture U Tiling
Texture tiling in the U direction.
Texture V Tiling
Texture tiling in the V direction.
Enable shadow casting from the rope.
Bind Ends Radius
Specifies whether the ends will be automatically attached.
The environment around the ends of the rope will be tested using a box of this radius to find places for the rope to attached to.
Turns dynamic subdivision on.
Max Subdiv Verts
Maximum number of subdivided vertices per segment.
Number of rope segments in physics (can be different from the number of segments used for rendering).
Specifies tension in the original state. A positive value will cause the rope ends to pull together, negative will add slack to the rope (-0.02 is a good starting point for experiments).
The friction effective in a non-strained mode. In a strained mode with dynamic tessellation, this that prevents the rope from slipping until it tilts too much.
Wind X, Y, Z
Simulated wind, additional to any area-specific winds around.
How much the wind varies. Basically a randomization multiplier on top of the base Wind XYZ values.
Must be set in order for global environment wind to take effect. Not necessary for simulated Wind XYZ values.
How the rope interacts with water effectively damping when under water.
Ignore collisions from other objects, bullets, etc.
Ignore Attachment Collisions
Ignore collisions with the object it is attached to.
Ignore Player Collisions
Ignore collisions with players.
Rope cannot be broken by shooting. The rope will still react to physical impulses from bullets.
Simulation is completely disabled.
Attach start point to the 'world'.
Attach endpoint to the 'world'.
This affects how strongly the rope will react to bullet hits. When interacting with solid physicalized objects, it is always treated as weightless.
How strongly the rope opposes movement in its pull direction (when strained with dynamic tessellation).
When the subdivision is off, it's used as 'twist' damping for attached objects.
The rope will detach itself when this strain limit is breached.
By default, the object is in a sleep mode so that it doesn't use any resources from the physics engine until it is required to do so. You can make the object to be "awake" by default by checking the Awake parameter.
Ropes with very large segment counts (40+) might need this increased (values up to 10k are still viable).
Sets the maximum time step the entity is allowed to make (defaults to 0.01). Smaller time steps increase stability (can be required for long and thin objects, for instance), but are more expensive.
Rope's stiffness against stretching. Might need tweaking for longer ropes.
Hardness of contacts and length enforcement in subdivision mode, when strained and potentially touching other objects in the middle. Higher values make it potentially less stable.
Sets the strength of the damping on an object's movement. Most objects can work with 0 damping; if an object has trouble coming to rest, try values like 0.2 - 0.3.
If the object's kinetic energy falls below some limit over several frames, the object is considered "sleeping". This limit is proportional to the square of the sleep speed value.
This trigger will be executed once the rope starts moving.
This trigger will be executed once the rope comes to rest.
Note: In this case the start trigger instance is not explicitly stopped. See: Start/Stop Behavior
This parameter indicates the angle between the two segments that the audio object is attached to.
Values available are between 0-180°.
Note: This parameter won't be updated (always 180°) in case the sound is attached to either the very end or the beginning of the rope.
Allows for choosing the occlusion type calculated for the created audio object.
Choose which segment the audio object should attach itself to.
The position offset indicates how far a sound is moved away from its original attachment point.