The Balloon simulator is exactly what the name says, a balloon simulator.
Basically it’s just a collection of joints and a script which makes a string using bezier curves.


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  1. Flibnarb says:

    Yeah, it’s a great project, I just stumbled across it.

    Yeah, so there are a couple of joints and there are an array of segments rendered by a line renderer. Each joint does have colliders which do indeed collide with the environment, but I’m looking to be a little more accurate than that. Imagine a character holding a balloon and there is a cube suspended in the are high enough for the character to go under, but low enough for the balloon to go over, I would like the string to be able to collide with the cube and not pass through it, thus either pulling the balloon down or stopping the character from moving forward. Hope this makes sense, I’m trying to be as specific as possible.

    • Aron Granberg says:

      Well. Don’t think I can help you with that. Would require some quite environment dependent code (I think). Experiment with different colliders would be the best path from here I think.

  2. Flibnarb says:

    I’ve been experimenting a bit with this project, and I have to say, I really enjoy it. One feature I would like to add, however, is collision between the string and other objects in the environment. What would be the best approach to adding said feature? Thanks in advance!

    • Aron Granberg says:

      Wow, I didn’t think anyone looked at this old project. (I haven’t looked at it for years).
      Anyway, don’t remember exactly how it was implemented, but since it is mainly just a couple of scripted joints. I think you should be able to just attach colliders to the control points for the string.

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