WebOct 23, 2015 · 2. @user1430's answer is good, but you actually set isKinematic to true to disable the rigidbody, per isKinematic docs. // Let animation control the rigidbody and ignore collisions. void DisableRagdoll () { rb.isKinematic = true; rb.detectCollisions = false; } I would have added this as a comment to @user1430's answer but don't have enough ... WebDec 21, 2016 · Jun 23, 2024 at 7:54. 1. @Seideun yes, setting isKinematic = true; internally does bodyType = RigidbodyType2D.Kinematic;. Once upon a time static didn't exist and was added to allow for more performance optimisations, but an object can't be both kinematic and static thus bodyType was added instead of any sort of isStatic.
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WebFeb 4, 2024 · Hi As of Unity 2024.1a15, there is a new feature called articulations available.An articulation in this context is a set of bodies that have their relative movement constrained. It's a bit like using Rigidbody in conjunction with ConfigurableJoint but there is now only one component to deal with, and the benefit is that all joints in an articulation … WebJan 6, 2024 · $\begingroup$ BTW I was able to reduce the quality of it using Unity, but as I mentioned above, because the head is in the same mesh as the body, I couldn't only reduce the quality of the body alone, and this led me to have a bad looking face of the model inside the VRChat itself. If I can just keep the same quality of the face and ignore … WebSoftbodies, jiggly items and other slimy stuff in Unity - GitHub - Ideefixze/Softbodies: Softbodies, jiggly items and other slimy stuff in Unity ... If we took an rigged model, added some springs between bones, physics, we can achieve a somewhat dynamic body - responsive to external forces and constantly trying to remain it's own starting shape. nursing clogs and mules