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Question Help with rigidbodies and configurable joints (angular x/yz drive)

Discussion in 'Physics' started by InnovateTheWorld, Jan 25, 2024.

  1. InnovateTheWorld

    InnovateTheWorld

    Joined:
    Mar 6, 2015
    Posts:
    3
    Hello all!

    Long time Unity user here, but new ragdoll user. For the Global Game Jam, I decided to be ambitious and try to make an active ragdoll game. I have been following this video series (specifically part 2 at this time), and this article (about 2/3rds down, just CTRL+F "Connect the hips" .

    I have my ragdoll's Angular Limits configured to a general humanlike range of motion. The ragdoll collapses appropriately when I hit play.

    However, the video mentions that when I increase the values for the `Position Spring` for both `Angular X Drive` and `Angular YZ Drive` for all the joints, the ragdoll should begin bouncing/snapping back to its target rotation, and stand back up. My ragdoll hardly moves when I do this, if at all. It doesn't matter how high that value is.

    Currently, the mass for all my joint objects is just set to 1. I am using Unity 2023.2.6f1.

    The linked article also mentions that I can try making a kinematic rigidbody and link it to the hips with a joint to achieve this, but I have tried this without much luck as well.

    Are there any steps I might be missing to get the ragdoll to stand back up this way?

    If you feel so inclined, you can clone my (very barebones) project here, check out the `ragdollTesting` branch, and load the TestBench scene to see what I'm working with.
     
    Last edited: Jan 25, 2024
  2. InnovateTheWorld

    InnovateTheWorld

    Joined:
    Mar 6, 2015
    Posts:
    3
    Some progress: It seems that changing the spring values at runtime was not working. When I set the spring values to 1500 with a damper of 10 before pressing play, the body is appropriately springy and standing up. Could this be a bug?
    Or is this expected behavior?