Verlet Motion Toolkit 2027
Rated 4.0/5 from 3 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $28. The latest store price is $28, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $28 | Latest store price | |
| $28 | Unity First Price 2026-10-09 2026-10-10 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Verlet Motion Toolkit 2027
This asset is included in the Toolkits for Unity Bundle and in Toolkit for Unity Physics.
Bring characters, props and scenery to life. Drop a component on a tail, a cape, a bunch of grass or a strand of hair and it moves with weight, inertia and collision. Hang a rope from a crane, a character or a bridge, tie a rigid body to it and watch it swing, sag and pull back. Everything is tuned with curves and assets in the Inspector, with a documented C# API underneath.
Version 6 is rebuilt on a fixed game-time clock and a stable constraint solver. It looks the same at 30, 60 and 144 FPS, survives frame spikes and focus changes, and collision does not jitter or sink.
✅ Jiggle for any Transform hierarchy: hair, tails, capes, antennae, foliage and bones ✅ Simulated ropes, cables and chains with a generated mesh, pins, collision and cutting ✅ Ropes that hold rigid bodies, with the load pulling back on the body ✅ 2D and 3D, the same simulation behind both ✅ Mass and spring stiffness in real units, varying along the length with curves ✅ Burst compiled solver, with a frame budget so the cost stays bounded ✅ Optional DOTS layer for thousands of chains ✅ Documented API, tested code, example scenes
WHAT'S NEW:
- Frame rate independent (New): The simulation runs on a fixed step of game time. Frame time spikes, throttled windows and slow starts no longer make it flail.
- New solver (New): A stable constraint solver replaces the old one. Settings use real units: node mass in kilograms and spring stiffness in newtons per metre.
- Solid collision (New): Contact is solved inside the simulation for every node and along every bone, so nothing jitters, bounces or sinks into colliders.
- Teleport and pre-warm (New): Move a tree with its root and keep its motion, and settle chains before the first frame so they never start out wagging.
- Ropes that carry weight (New): A rope can hold a rigid body of any mass, several ropes can share a body, and the forces go both ways.
- Rope bridge example (New): A suspension bridge of two ropes and 26 planks with falling cubes, built into the scene so you can inspect how it is made without pressing Play.
- Fast (New): Jiggle trees and ropes run in Burst. The Demo Scene went from about 2 FPS to about 55 FPS in the Editor, and a shared per-frame budget stops it ever eating your frame.
- DOTS layer (New): Chains as entities with systems, bakers for your existing components, a builder for runtime chains, and force and ground authoring.
- One simulation for 2D and 3D (New): The same settings behave the same in both, with the speed limit, stiffness and angle limit working in 2D too.
- Ropes that hang from characters (New): A rope ignores the colliders of the objects it is pinned to, and pinned ends are drawn exactly on them.
- Rebuild at runtime (New): Change a rope's path, spacing or look and rebuild it from code.
- Examples (New): A rope scene with a bridge and a constant speed post, a hair and grass demo, a skinned character, and a 2D scene. All work with the Input System and the legacy Input Manager.
- Documented and tested (New): Every public type and member has documentation, 60 automated tests cover the solver, chains, ropes and DOTS layer, and an AI-agent SKILL guide ships with the package.
- Many fixes: Single pin ropes hang at full length, pausing no longer breaks chains, saved scenes no longer carry runtime data, the 2D angle limit works for hanging chains and more.
- Standalone (Changed): The Verlet Motion Toolkit no longer needs Toolkit for Unity Physics.
Upgrading from 5.x: settings keep their fields but the maths behind them changed, so retune your assets. See the change notes.
WHAT'S INCLUDED:
- Verlet Transforms: Jiggle for hair, tails, capes, antennae and any Transform hierarchy, with a root, an ignore list and several trees per component
- Transform Tree Settings: Mass, damping, elasticity, stiffness, collision radius, angle limit and speed limit as curves along the tree, plus gravity, collision layers, simulation rate and substeps
- 2D Verlet Transforms: The same jiggle in the XY plane with 2D physics collision
- Verlet Line: A simulated rope with a generated mesh, bezier control points, taper, twist, caps and your own profile mesh
- Pins: Hold a rope on an object, make an object follow the rope, or let the rope carry a Rigidbody
- Break and snap: Cut a rope at a point from code or let it snap when overstretched, with events
- Forces: Add wind and impacts to jiggle trees
- Entities: Authoring, bakers, systems and a chain builder for DOTS projects
- Example Scenes: Hair, grass and links, a rope scene with a bridge, a skinned character and a 2D scene
- Knowledge Base: Guides and articles that explain the ideas as well as the API
- Live Discord Support: Direct help from the Heathen team and a community of fellow developers
REQUIREMENTS:
- Unity 6.0 or newer
- The free Heathen Game Framework, which Heathen Toolbox installs for you
- Mathematics and Burst, which Unity installs for you
- Entities, only if you use the DOTS layer