#Ragdolls through Netcode for gameobejcts

1 messages · Page 1 of 1 (latest)

gentle jasper
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Hi, so basically i wanna sync dead player's ragdoll so it can be interacted with (explosions, being pushed etc)

Right now I spawn a ragdoll with NetworkTransform on the spine at the player's position (maybe its not the best way to do that but idk) and it works, but on clients hands and legs are clipping into the floor

How can i fix that? maybe there is a better approach for this

undone pivot
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It's also worth thinking about if you really need the ragdolls synced. I know you mentioned wanting them to be pushed around, but unless this serves a gameplay purpose beyond pure entertainment of pushing a ragdoll around, you may not need it to be synced.

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Players won't ever notice that they're each pushing around their own local copy of a ragdoll unless there's a collaborative mechanic that requires them to push them around together. Especially if the ragdolls despawn after x amount of time.

gentle jasper
undone pivot
gentle jasper
undone pivot
# gentle jasper what do u mean by custom hitbox?

I'm assuming right now you're using something like a capsule or box collider for your player objects. You'd want a collider that outlines your actual character's mesh for the ragdolls to prevent clipping.

gentle jasper
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and it works great on the host

undone pivot
undone pivot
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Using a NetworkRigidbody or no?

gentle jasper
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well ok, there is a network rigidbody

gentle jasper
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well it tells a lot

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it works amazing