• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
Unchained (Redux)

Plugins + Scripts Unchained (Redux)

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Unchained Hub TH.jpg


Unchained

Major overhaul to the Procedural Chain & Cuffs plugin pair.
Original asset - https://www.loverslab.com/files/file/7856-vam-cuffs-and-chains-and-rope/

Ever wanted a chain that actually behaves like a chain? One that swings, sags, and pulls — not a rigid prop glued to the air?

Unchained is a two-part plugin system that generates a fully physics-driven chain at runtime and snaps a cuff onto the end of it.
No baking, no rigging, no fuss. Drop it in, dial in your settings, and watch it react to the scene in real time.


Here's what changed:

Bug Fixes

  • Chain link count now rebuilds correctly on scene load — no more needing to nudge the slider to get the right number of links
  • Links update as you adjust the sliders, no more "update" button needed.
  • Color callbacks no longer crash when loading a preset (the color picker widget doesn't have to be open anymore)
  • Fixed a subtle off-by-one bug where each chain rebuild was adding an extra link
New: Preset Save / Load (both plugins)
Chain and Cuff settings can now be saved and loaded as presets. Presets are also fully exposed in VaM's trigger system, so you can swap looks via timeline or scene triggers.

New: Collider Toggle (Chain)
Chain colliders can now be switched on and off at runtime. Default is OFF — the chain still holds together and constrains perfectly via joints, but can't cause physics explosions during setup. Flip it on only when you need the chain to physically interact with the environment.

Improved: Physics Slider Labels & Ranges
The physics controls have been renamed and rescaled so they actually make sense:

BeforeAfterRange
Mass ScaleJoint Stiffness0 – 500
Connected Mass ScaleConnected Stiffness0 – 500
Chain Link MassChain Link Mass0 – 2
Angular DamperRotation Damping0 – 50
Linear DamperMovement Damping0 – 100

Improved: Default Colors
Chain now ships with near-black diffuse and medium gray specular out of the box — a neutral base that works with any material workflow instead of defaulting to red.

Unchained — Setup Guide

Getting up and running takes about two minutes. Here's how:

Step 1 — Create the Chain

  1. Add a CustomUnityAsset atom to your scene
  2. Set the asset to ProceduralChain.prefab or Chain.prefab from unchained.assetbundle
  3. Open the atom's Plugin tab and add ProceduralChainV2.cs
  4. The chain will appear immediately with default settings
Step 2 — Create the Cuff
  1. Add a second CustomUnityAsset atom — this will be your cuff model
  2. Open its Plugin tab and add Cuffs.cs
  3. In the Cuffs plugin panel, open the Connect to Atom dropdown and select your chain atom
  4. The cuff snaps onto the end of the chain automatically
Step 3 — Position & Style
  • Turn Physics and Collision OFF on the cuff atom so you can move it freely without fighting the chain
  • Always set the cuff atom's controls to Off
  • Use the Selected Material dropdown to pick a material on your cuff, then adjust color, smoothness, and bump to taste
  • Save your look with the Save Preset button so you can reuse it later

Step 4 — Tune the Chain

SliderWhat it does
Chain Link CountHow many links long the chain is
Chain Link ScaleHow big each link is
Chain Link MassHow heavy each link feels
Joint StiffnessHow hard the joints resist movement
Connected StiffnessStiffness on the connected end
Rotation DampingHow quickly spinning slows down
Movement DampingHow quickly swinging slows down
  • Start with Colliders OFF while positioning — turn them on only if you need the chain to push against other objects
  • Chain parameters interact with each other. If something looks wrong, try adjusting mass and stiffness together

Tips
  • If your cuff slips or clips — especially on the left arm — that's a VaM limitation; the left arm collider is slightly smaller than the right
  • If the chain explodes or goes haywire, toggle Colliders Enabled off and back on to reset it
  • Presets save all visual and physics settings — set up once, reuse everywhere
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Positive
Version: 1
Supernice
A demo scene would make this so much better.
Dragontales
Dragontales
My next scene uses it heavily. I'll likely put out a demo of it that can serve as a demo of this plugin too.
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