JohannHotzel

A unified particle solver for Unity — water, gas, cloth, ropes, soft- and rigidbodies in one compute kernel.

19
0
100% credibility
Found Apr 14, 2026 at 19 stars -- GitGems finds repos before they trend. Get early access to the next one.
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AI Analysis
C#
AI Summary

A Unity package implementing a GPU particle physics simulator for cloth, ropes, deformable solids, and collisions with world objects.

How It Works

1
🔍 Discover the physics tool

You find a handy Unity add-on that lets you create realistic flapping cloths, dangling ropes, and squishy cubes that bounce and collide naturally.

2
📥 Add it to your project

Download the package and place the folder into your Unity project so it's ready to use.

3
⚙️ Set up the main simulator

Create a central object in your scene that handles all the physics calculations behind the scenes.

4
Generate your first object

Pick a cloth sheet or stack of cubes, adjust size and softness, and watch it come to life with connected particles.

5
👀 Add the visualizers

Attach simple viewers to see colorful particles as spheres and stretching links between them.

6
▶️ Press play and observe

Hit the play button to see your cloth drape over objects, ropes swing, or cubes deform and recover smoothly.

🎉 Enjoy lifelike simulations

Your game now has amazing, realistic physics effects that make everything feel alive and interactive.

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AI-Generated Review

What is unified-solver?

This C# Unity package delivers a GPU-accelerated unified particle physics engine for real-time applications, simulating cloth, ropes, soft bodies, and particle stacks in a single compute kernel. Developers drop it into scenes to generate deformable objects via simple components, with built-in XPBD distance constraints, particle collisions via spatial hashing, and world colliders for spheres, capsules, and boxes. It handles multi-phase setups where groups skip self-collisions, enabling efficient multi-material visual simulations without separate systems.

Why is it gaining traction?

It replicates research-grade unified particle physics—like Macklin's Flex papers—in accessible Unity form, with GPU instanced rendering straight from compute buffers for zero-CPU overhead visuals. Standout hooks include procedural generators for instant cloth sheets or cube stacks, breakable constraints, and friction models that feel stable at scale. Early adopters praise the small-steps substepping for smooth real-time perf on consumer GPUs.

Who should use this?

Unity game devs prototyping VFX with cloth flags, hanging ropes, or stacking soft cubes in open-world sims. Procedural generation artists testing deformable obstacles for physics puzzles. Indie teams needing a lightweight alternative to Obi or built-in Cloth for custom particle systems.

Verdict

Grab it for experiments if you're into unified particle systems—docs are solid with setup steps and GIF demos—but at 19 stars and 1.0% credibility, it's pre-1.0 with fluids and rigids on the roadmap. Scale cautiously beyond demos until more battle-testing.

(198 words)

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