Sprite to Soft Body 2D Converter View on Asset Store (opens in new tab)

Package details

Latest version
1.3
Last updated
First released
Unity version
6000.3.10 or later
Package size
30.0 MB
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135
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Sprite to Soft Body 2D Converter

by Danesvar Neelamagam (opens in new tab)

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Easily & quickly add physics-driven soft body deformation to any 2D sprite in minutes — no custom shaders, no mesh editing, no extra physics engine required.

Price $25.00

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Price history

Last 6 months

USD
Price history for Sprite to Soft Body 2D Converter, 6 months Current $25.00; lowest $20.00; highest $25.00 in this period. $0 $12.5 $25 Jun Jul Aug Sep Oct Nov Version 1.2 released 25 May 2026 v1.2 Version 1.3 released 5 Jun 2026 v1.3

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Sprite to Soft Body 2D Converter screenshot 1

Sprite to Soft Body 2D Converter screenshot 1

About this asset

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), 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 using the sprite's tight polygon (sprite.vertices and sprite.triangles), keeping the texture locked to the surface with no UV drift — fully compatible with sprite sheet atlases and tight-mesh sprites.

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. The Ripple System propagates wave impulses across the ring and interior lattice when a point exceeds a velocity threshold, producing a realistic jello-like wave that travels end-to-end and fades over time. 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.

Enable the Interior Lattice to spawn a second network of physics points inside the body — in Radial (concentric rings) or Uniform Grid arrangement — spring-connected to each other and to the outer ring. This gives the body internal resistance and a thick, volumetric gel feeling. A Lattice Inset Fraction control sets a clear band between the outer skin and the nearest lattice point, so the ring can deform freely without being over-constrained from inside. The lattice inset boundary is visualised as a cyan outline in the Scene view before setup.

Bone Tracking integrates the soft body with Unity's SpriteSkin skeleton: each outer ring rest anchor is automatically reparented under the nearest bone transform at setup time, so the entire soft body follows skeletal animation with no per-frame sync code. Enable Sprite Skin Vertex Sampling to have each ring point track the deformed mesh surface vertex nearest to its spawn position instead — ideal for non-circular characters where the silhouette closely follows the rig. Frozen interior lattice nodes follow bones with the same fidelity: each frozen node is reparented under its nearest bone at setup and driven via direct transform assignment every FixedUpdate, giving the interior lattice full bone-tracking behaviour alongside the outer ring.

Advanced dynamics options include Stiffness Hardening (non-linear restoring force to resist extreme stretch), Viscous Damping (fluid-drag simulation), Auto-Repair (automatic nudge-back after extreme deformation), and Morph Bounds (hard containment boundary that constrains both ring points and interior lattice points so they can never leave a defined region). Partial Soft Body mode freezes the skin-adjacent lattice border rigid while the interior remains soft.

A kinematic anchor mode turns the root body into a fixed point — ideal for soft platforms or jelly floor tiles — while Freeze Anchor Rotation prevents the whole body from spinning under asymmetric load. Component Override settings let you batch-apply layer masks and gravity scale across every generated physics component in one click.

All settings — spring frequency, damping, mass, pressure, ripple, lattice density, 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. A SoftBody layer is created automatically on first import, and full Scene-view gizmos preview the ring, chain links, and lattice inset boundary before you press Play.

From the publisher's Asset Store listing.

Technical details

• Two render modes: SpriteShapeSpline (smooth Bézier fill) and MeshDeformation (direct vertex deformation from sprite.vertices / sprite.triangles — atlas-safe, no UV drift)

• 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 (skip-N), all independently frequency- and damping-tuned

• Rest Position Springs: per-point kinematic anchors that give each ring point an independent rest memory — recommended for non-circular silhouettes

• Leash joints (DistanceJoint2D, maxDistanceOnly) cap stretch and prevent ring explosion on high-speed impacts

• Internal pressure simulation: outward area-proportional force for gas-filled / fluid-filled body feel

• Ripple System: velocity-threshold-triggered wave impulses that propagate across ring and lattice with configurable speed, force, spatial decay, time fade, and wave width

• Interior Lattice: Radial (concentric rings) or Uniform Grid arrangement, spring-connected to ring and to each other, with Lattice Inset Fraction to control inner exclusion zone

• Morph Bounds: hard containment boundary (SpriteOutline or PerPointRadius mode) applied to both outer ring points and interior lattice points

• Chain Links: dynamic CapsuleCollider2D segments spanning adjacent ring points — world-unit-correct at any lossyScale or negative-scale flip

• Centre Point: optional mass point at the body's centre with its own spring frequency and an optional push collider

• Stiffness Hardening: non-linear restoring force to resist extreme stretch without raising global frequency

• Viscous Damping: per-frame velocity-proportional drag to simulate fluid-submerged motion

• Auto-Repair: automatic ring-collapse detection and gentle nudge-back recovery

• Partial Soft Body: freeze-outer-ring-adjacent lattice border for a rigid-skin / soft-interior effect

• Bone Tracking (SpriteSkin): rest anchors reparented under nearest bone transform at setup time; optional Sprite Skin Vertex Sampling drives each ring point from the nearest deformed mesh vertex for precise non-circular silhouette tracking

• Partial Lattice + Bone Tracking: frozen interior nodes reparented under nearest bone in FinaliseLatticeSetup; driven via direct transform.position assignment each FixedUpdate — correct kinematic-body bone following regardless of parent transform hierarchy

• Kinematic Anchor mode: root body fixed in place, ring deforms around a stationary centre — ideal for soft platforms and jelly terrain

• LineRenderer outline: Catmull-Rom smooth closed curve, independent of render mode, configurable subdivisions and tension

• Component Override settings: batch-apply gravity scale, interpolation mode, and include/exclude layer masks to every generated Rigidbody2D and Collider2D

• Performance: visibility culling (pause physics off-screen), update throttle (limit FixedUpdate rate), and lean per-frame allocation budget

• "SoftBody" physics layer created automatically on first import via InitializeOnLoad editor script

• Apply Settings context menu action pushes Inspector changes to the live physics network at runtime without full teardown

• Full Scene-view gizmos: physics ring (cyan), chain links (orange), lattice inset boundary (cyan outline), spring visualisation

• No runtime dependencies beyond Unity's built-in 2D Physics; 2D Sprite Shape package required for SpriteShapeSpline mode only

• Compatible with Unity 2022.3 LTS and Unity 6; developed and tested on Unity 6

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.10f1 Not listed Compatible Not listed

Required Dependencies (free, install via Package Manager)

  • 2D Sprite Shape (com.unity.2d.spriteshape)
  • Input System (com.unity.inputsystem)
  • Cinemachine (com.unity.cinemachine)

As listed on the Asset Store.