🦯Rod Bend System

Fishing Rod Bend Controller

Drives realistic rod-bending animations based on fishing actions: casting, reeling, bites, and tension. Uses a chain of bone transforms to simulate flexible rod physics—no physics required.

Requires: An array of rod bones (from handle to tip) assigned in the inspector.


🔧 Inspector Settings

Rod Bones Setup

  • Rod Bones Assign the hierarchy of transforms that make up your rod (e.g., from Maya or Blender). Order matters: first = handle, last = tip.

Cast Bending

  • Controls the full casting sequence:

    • Windup (backward bend)

    • Release (forward snap)

    • Optional post-cast hold to simulate line tension.

  • Adjust angles, speeds, pause duration, and strength multipliers.

Pull Back & Bite

  • Pull Back: Forward bend when reeling in a fish.

  • Hard Bite: Sharp bend when a fish strikes.

  • Each has independent angle, speed, hold time, and return behavior.

Bend Distribution

  • Bend Distribution Curve Defines how much each bone bends—typically stronger at the tip. Edit the curve to fine-tune flexibility.

Rotation Axis

  • Bend Axis Which local axis the bones rotate on (usually Y for horizontal rods).

Preview System (Editor-only)

  • Toggle Enable Preview to interactively test bend types and amounts in the Scene view—great for tuning without entering play mode.


📈 Public Methods

  • StartCastBend() Plays the full windup → release → post-cast sequence.

  • StartPullBackBend() Triggers a controlled forward bend (e.g., during reeling minigame).

  • StartHardBiteBend() Snaps the rod forward on a fish bite.

  • ReturnToNeutralPosition() Smoothly resets the rod to its original pose.

  • InformWaterHit(bool) Tells the controller whether the cast hit water—used to decide if post-cast bend should activate.

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