Learn the creation workflow for Ragdolls in Unity, how to toggle between an Animator and Ragdoll, and think through some optimization ideas when you have a large number of potential ragdolls in your game!
Ragdolls are a hugely popular mechanic in games that add, usually a funny mechanic into your game. What they always do though, is allow you to have models go limp and flop around procedurally!
While the tool we look at for auto-attaching Colliders, Rigidbodies, and CharacterJoints to the Transform "bones" of our 3d model, you can manually add these and have any model go into a Ragdoll by following the same process we followed to set up the hands and feet!
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📚 Resources
⚫ Unity Ragdoll Documentation: https://docs.unity3d.com/Manual/wizard-RagdollWizard.html (pretty short)
⚫ Zombie Asset to import: https://assetstore.unity.com/packages/3d/characters/humanoids/zombie-30232?aid=1101l9QvC
⚫ Physic Material Documentation: https://docs.unity3d.com/Manual/class-PhysicMaterial.html
⚫ Active Ragdoll Video: https://www.youtube.com/watch?v=L-kFL2iQ3os
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Chapters:
00:00 Ragdoll Introduction - Components Involved
04:05 Getting a Model
05:05 Ragdoll Creator Tool
07:41 Generated Ragdoll - Fixes Required!
08:49 Adding Hands and Feet to the Ragdoll
10:56 Toggle Between Animated Model and Ragdoll
12:00 Addressing Strange Ragdoll Behavior
14:55 RagdollEnabler.cs - Toggle Animated vs Ragdoll & Initial Optimizations
16:30 Performance Analysis & Other Optimization Ideas