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Collision System Architecture

Tensio offers three distinct collision modes tailored for different scene scales and performance budgets:


1. World Collision (Standard Unity Colliders)

The most flexible method, allowing ropes to interact with the broader game world (static terrain, complex architecture, arbitrary convex/concave mesh colliders, and dynamic objects).

  • Mechanism: Dispatches parallel Physics.SphereCast ray sweeps along particle trajectories.
  • Setup: On RopeController, set the Collision Mask to your target layers (e.g. Default, Ground, Obstacles).

2. Proxy Collision (Analytical Geometric Primitives)

An ultra-fast, zero-allocation collision system running entirely within Burst jobs that bypasses Unity’s PhysX engine completely.

  • Mechanism: Solves analytical Signed Distance Fields (SDF) inside Burst C# jobs for mathematical spheres, boxes, capsules, and infinite planes.
  • Setup: Attach a proxy component to your target GameObject:

3. Inter-Rope Collision (Rope-on-Rope)

Prevents ropes from passing through themselves or other ropes, essential for tying knots, tangled cable piles, nets, or whip-cracking mechanics.

  • Mechanism: Global uniform Spatial Hashing executed across all registered particles.
  • Setup:
    1. Add a single RopeInteractionManager component to a persistent manager in your scene.
    2. On each RopeController, check Support Inter Rope Collision.

Configuration Parameters

  • Cell Size: Diameter of spatial hash buckets. Set slightly larger than your thickest rope’s diameter (default ~0.25m).
  • Stiffness: Repulsion force pushing intersecting strands apart (0.5 recommended for maximum numerical stability).