screenshot
1/3
thumbnail
EZSoftBone是一个简单动力学模拟器,你可以用它实现自然的头发、尾巴、胸部、裙子等柔性物体的运动效果。
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Tuanjie/Unity Version
Built-in
URP
HDRP
Tuanjie 1.1.4
Compatible
Compatible
Compatible
Description

# EZSoftBone

- 支持所有碰撞体(包括MeshCollider)

- 支持网状结构(模拟布料)

- 材质"EZSoftBoneMaterial"调节表现效果,可重用于多个EZSoftBone对象

- 继承EZSoftBoneColliderBase创建自定义碰撞

- 自然风力模拟


## 视频教程:

https://www.youtube.com/playlist?list=PLQq-xGF_CK-c5uPueOy_U7k3S5MIB32KJ

https://space.bilibili.com/57392896/favlist?fid=1267164296&ftype=create

![EZSoftBone](.SamplePicture/EZSoftBone_2.gif)

![EZSoftBone](.SamplePicture/EZSoftBone_3.gif)

Technical details

## EZSoftBone

![EZSoftBone](.SamplePicture/EZSoftBone_Inspector.png)

- Root Bones: 骨骼根节点列表

- End Bones: 末端节点列表(通常用在当你的柔性骨骼层级下面有一部分需要不同的参数时)

- Material: 使用的材质(`EZSoftBoneMaterial`),如果不指定,运行时会自动使用默认材质

- Structure

- Start Depth: 从第几个层级开始起作用

- Sibling Constraints: 同级约束,让深度相同的节点相互产生作用

- None: 无同级约束(链式结构)

- Rooted: 约束同一个Root下深度相同的节点(每个RootBone是一个独立的网)

- Unified: 约束整个系统中深度相同的节点(所有的RootBones形成一个网)

- Length Unification: 树的总长度计算方式,参数的数值分布与该数值相关

- None: 每个链单独计算(分叉点用最长子链的长度)

- Rooted: 各Root使用其最长子链的长度

- Unified: 使用整个系统中最长子链的长度

- Sibling Rotation Constraints: 同级约束是否带动节点旋转

- Closed Siblings: 是否使用闭合环状约束

- Collision

- Collision Layers: 碰撞作用层

- Extra Colliders: 让普通Collider也能起作用(本来是为了兼容老代码,不过有一定适用范围就保留了)

- Radius: 骨骼的碰撞球大小

- Radius Curve: 碰撞球大小的分布

- Performance

- Delta Time Mode

- Delta Time: UnityEngine.Time.deltaTime

- Unscaled Delta Time: UnityEngine.Time.unscaledDeltaTime

- Constant: 可指定固定值

- Iterations: 迭代计算的次数

- Sleep Threshold: 小于该值的速度会视为静止(高帧率时调节该数值防止异常抖动)

- Gravity

- Gravity: 应用于该骨骼的重力

- Gravity Aligner: 指定一个Transform作为重力的参考系,重力对骨骼系统的影响大小与参考系的Y轴和世界坐标系的Y轴的点乘成负相关

- *例:创建新物体保持其世界坐标下的旋转为0,拖拽到人物头部节点下,将其作为头发的Aligner,则人物站立时头发不受重力影响,躺下或低头时重力影响加大*

- 创建菜单来轻松重置一个Transform的世界旋转,你可以参考这个页面:[EZTransformContextMenu](https://github.com/EZhex1991/EZUnity/blob/master/Assets/EZhex1991/EZUnity/Editor/ContextMenu/EZTransformContextMenu.cs)

- Force

- Force Module: 应用于该骨骼的其他力(可用来模拟风)

- Force Scale: 可以对ForceModule的输出进行缩放

- References:

- Simulate Space: 指定一个Transform作为模拟计算的空间参考系,当骨骼系统需要和某个物体同时移动(相对静止)时使用

- *例:人坐在移动的车中,头发应保持相对静止*

## EZSoftBoneMaterial

Assets/Create/EZSoftBone/SBMat

![EZSoftBoneMaterial](.SamplePicture/EZSoftBoneMaterial_Inspector.png)

- Damping: 阻力(数值越大速度衰减越快,显得更“飘”)

- Stiffness: 强度(数值越大形状越不容易改变,显得更“硬”)

- Resistance: 抗性(数值越大外力的作用越小,Gravity和ForceModule的效果降低)

- Slackness: 松弛度(数值越大长度越容易改变,更容易被拉伸)

每个数值对应一个Curve,代表不同骨骼位置的数值分布

## EZSoftBoneCollider

![EZSoftBoneCollider](.SamplePicture/EZSoftBoneCollider_Inspector.png)

- Reference Collider: 所有类型的Collider都可以作为Reference,**EZSoftBoneCollider并不需要和它的ReferenceCollider在同一GameObject上**

- Margin:

- Inside Mode:

## EZSoftBoneForce

Assets/Create/EZSoftBone/SBForce

![EZSoftBoneForce_Curve](.SamplePicture/EZSoftBoneForce_Inspector_Curve.png)

![EZSoftBoneForce_Perlin](.SamplePicture/EZSoftBoneForce_Inspector_Perlin.png)

- Conductivity: 传导性

- Force: 基础力的大小 (Z轴方向)

- Turbulence: 动荡大小

- Turbulence Mode:

- Curve:(可用来模拟爆炸)

- Turbulence Time Cycle: 动荡周期

- Turbulence Curve: 各方向的动荡曲线

- Perlin:(可用来模拟自然风)

- Frequency: 各方向上动荡频率

EZSoftBone

Unity Asset Store rating
4.9(18 ratings)
Local data
6Views
0Favorites
Price
¥7.17
¥10.24
30% OFF
已享受 平台补贴
Seats
Only China users can be assigned assets. Other regions are currently not supported
License type
For questions about the license type, please refer to the EULA.
Extension Asset
File size
1.0 MB
Latest version
1.7.1
Latest release date
2026-09-30
Supported Unity versions
/
Supported Tuanjie versions
1.1.4 or higher
Publisher Support
ezhex1991@outlook.com