Mass Spring System

FREE
Publisher Sean Soraghan
File size 76.08kB
Number of files 11
Latest version 1
Latest release date 2017-02-15 06:28:22
First release date 2017-02-15 06:28:22
Supported Unity versions 2018.4.2 or higher
Mass Spring System
Sean Soraghan -- @HangarSeason
2017

Overview

This package includes a compute shader and accompanying script that implement a mass-spring model. There is also functionality to transfer touch and mouse input events to pressure that is applied to the mass-spring grid.

Requirements

Compute shaders in Unity closely match DirectX 11 DirectCompute technology. Platforms where compute shaders work:
Windows and Windows Store, with a DirectX 11 graphics API and Shader Model 5.0 GPU.
Modern OpenGL platforms (OpenGL 4.3 on Linux or Windows; OpenGL ES 3.1 on Android). Note that Mac OS X does not support OpenGL 4.3, so no compute shaders there yet.
Modern consoles (Sony PS4 and Microsoft Xbox One).

Usage

The main parameters that can be used to tweak the mass spring grid are accessible from the Mass Spring System component in the editor. They are as follows:
Mass The mass of individual mass points in the mass spring model. Increasing this will make the mass points more resistive to the springs in the model, but will also reduce their velocity
Damping The level of damping in the system. Increasing this value will cause the system to return to a more 'stable' state quicker, and will reduce the propagation of forces throughout the grid.
Stiffness The stiffness of the spings in the grid. Increasing this will cause mass points to 'rebound' with higher velocity, and will also decrease the time taken for the system to return to a 'stable' state.
Spring Length The lenght of the springs in the grid. This defines how far each mass unit is at a resting state.

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