Version: Unity 6.7 Alpha (6000.7)
Language : English
Ragdoll physics
Joint and Ragdoll stability

Create a ragdoll

You can create a skinned mesh character and rig it up with bones in a 3D modeling application.

Unity can then generate all colliders, rigidbody components, and joints that make up a ragdoll from your skinned mesh character.

  1. Create and rig a skinned mesh character in your 3D modeling application.

  2. Save the skinned mesh character in your project folder.

  3. Launch Unity, and select the skinned mesh file. The Import Settings dialog appears in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
    See in Glossary
    window. If needed, disable Generate Colliders in the Import Settings dialog.

  4. Create an instance of the character by dragging it from the ProjectIn Unity, you use a project to design and develop a game. A project stores all of the files that are related to a game, such as the asset and Scene files. More info
    See in Glossary
    window to the Hierarchy window..

  5. Select GameObject > 3D Object > Ragdoll… from the menu bar.

  6. Drag the different limbs of your character instance from the Hierarchy window to the matching wizard area and create your ragdoll. The inspector displays the following components:

    • Skinned mesh renderer
    • Box collider
    • Rigidbody

    You can check how your ragdoll moves in play mode.

  7. To save the ragdoll as a prefab, select Assets -> Create -> Prefab from the menu bar.

  8. Drag the ragdoll character instance from the Hierarchy on top of the ragdoll prefab.

You can now reuse your ragdoll character prefab in your project.

For character joints made with the Ragdoll wizard, the following naming scheme applies:

Character joint axis Description
Twist Twists the limb.
Swing 1 Limb’s largest swing axis.
Swing 2 Limb’s smaller swing axis.

Additional resources

Ragdoll physics
Joint and Ragdoll stability