Sprite to Soft Body 2D Converter
Danesvar Neelamagam
$8.25
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Easily & quickly add physics-driven soft body deformation to any 2D sprite in minutes — no custom shaders or mesh editing required.Sprite to Soft Body 2D Converter turns any SpriteRenderer into a fully simulated soft body using a ring of Rigidbody2D physics points connected by SpringJoint2D springs. Drop the component onto a GameObject (with a sprite renderer), then select and click 'setup soft body', press Play, and your sprite squashes, stretches, and bounces in response to collisions — no mesh editing, no custom physics engine, no extra dependencies beyond Unity's built-in 2D physics.Choose between two render modes to match your art style. SpriteShapeSpline drives a smooth Bézier-curve fill that wraps the physics ring every frame, giving organic blobs and characters a clean rounded silhouette. MeshDeformation deforms the sprite's own mesh vertices directly, keeping the texture locked to the surface with no UV drift.For non-rectangular sprites — stars, ghosts, slimes, creatures — enable Sprite Silhouette mode to distribute the physics ring along the sprite's own Physics Shape outline instead of a circle. Pair it with Rest Position Springs so every point remembers exactly where it started and snaps back naturally after impact.Internal pressure simulation lets you model gas-filled or fluid-filled bodies that resist squashing. Chain Links add a continuous capsule-collider skin between ring points to prevent small objects from slipping through. An optional Catmull-Rom LineRenderer outline adds a crisp border on top of any render mode.All settings — spring frequency, damping, mass, pressure, materials, and layer overrides — are exposed in a clean grouped Inspector. Adjust values and click Apply Settings to push changes to the live physics network without rebuilding from scratch.• Two render modes: SpriteShapeSpline (smooth Bézier fill) and MeshDeformation (direct vertex deformation with inherent UV tracking)• Configurable physics ring: 8–32+ points, circular or sprite-silhouette distribution, auto-sized from sprite bounds• Spring network: neighbour springs, optional center springs, optional cross-connection springs — all independently tunable frequency and damping• Rest Position Springs: kinematic per-point anchors for geometry-independent shape recovery, recommended for non-circular silhouettes• Inextensible leash joints (DistanceJoint2D) cap stretch and prevent ring explosion under hard impacts• Internal pressure simulation: area-based outward force with per-edge damping for balloon and fluid-filled body effects• Chain Links: CapsuleCollider2D skin between adjacent ring points to close collision gaps• Catmull-Rom LineRenderer outline with configurable subdivisions and tension• Full component override system: batch-apply gravity scale, interpolation, and include/exclude layer masks to all generated Rigidbody2Ds and Collider2Ds• Driving Rigidbody2D sync: rest anchors track a parent physics body one step ahead to eliminate visible detachment at high velocity• Public API: Setup(), ApplySettings(), RecoverShape(), PushPoint(), PushPointInDirection(), ExtendPoint(), ExtendPointInDirection()• Custom grouped Inspector with per-field tooltips and contextual HelpBox hints• Context menu actions: Setup Soft Body, Reset Soft Body, Apply Settings (Runtime)• Namespace: RoundBoxGames.SpriteSoftBody2D• Requires: Unity 2022.3+, Unity 2D Physics, Unity 2D Sprite Shape (for SpriteShapeSpline mode)• Render pipeline: compatible with URP and Built-in RPWe used AI to help code and debug the script




