Stable XPBD sway for hair, tails and jiggle on any Transform — no Animator needed.Give your sprites life without rigs or cloth systems. Drop SoftFollow2D on any child Transform (ponytails, tails, antennae, capes, dangling coins) and it sways with stable XPBD motion that never explodes, even at low framerate.WHY NOT A SPRING?Raw springs overshoot and blow up when frames get long. Soft Follow uses a position-based (XPBD-style) solver: deterministic, pause-safe, scrub-safe, replay-safe.OBSTACLESAdd Soft Follow Collider 2D to a wall, prop or body part and hair and tails are pushed out of it instead of clipping through.TRY IT IN 30 SECONDSOpen Demos/DemoScene, or right-click in the Project window: Create > Soft Follow 2D > Demo Scene. It shows a walking character with a hair chain, tail chain, antenna and cloth tab built from procedurally generated sprites, so no art assets are needed. Press Play, select any part and tweak the values. A numbered manual with a tuning guide is in Documentation/.FEATURES• Works on plain Transforms: no 2D Animation package, no Animator required• SoftFollowChain2D builds multi-bone chains (long hair, tails) from one component• Soft Follow Collider 2D: circle obstacles push followers out of walls, props and body parts• Six tuned presets: Hair Light, Hair Heavy, Tail, Antenna, Cloth Tab, Soft Body• A preset overwrites the sliders; after that every value is yours to tune• Deterministic solver, safe to step frame by frame• Zero dependencies, full C# source included, no DLLs• Tested in Unity 6 (6000.4) with the Built-in Render Pipeline. The scripts only move Transforms and do not depend on a render pipeline, but URP and HDRP have not been tested.USE IT FORPlatformers, pixel-art RPGs, creature makers, idle games, jam projects, anything with hair, tails, antennae, ears, capes or cloth tabs that should not be rigid.GETTING STARTED (60 seconds)1. Import the package (Window > Package Manager > My Assets)2. Add Component > Soft Follow 2D on a child sprite3. Press Play, move the parent, pick a presetThis package is a focused extraction of the XPBD physics core from my larger 2D authoring project, Riggle. The C# code, tests, demo builder and documentation were written and tested with AI assistance (Claude by Anthropic) under my direction. The package contains no AI-generated art or audio: the demo sprites are simple shapes drawn by code.




