#Syncing active ragdolls
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If you are using IK, then put network transforms on the ik targets. Let the ragdolls do their thing locally on each client
Put network transforms on all the limbs that are using the configurable joints ?
Just wondering if that’s what u meant . I am very new to the active ragdolls
And don’t put networked rigid bodies ? Because it’s running client end 🤷♂️
Are you using the Animation Rigging system for IK?
https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.4/manual/index.html
To be honest I’m not entirely sure . I made a basic player ragdoll manually added config joints to each body part
I have a invisible clone of the player that is animated
and the ragdoll is adding force based off the animations
If that's the case then all you need is a network animator to keep the animations in sync
Ahh thanks 🙂
So this did fix it, but my chest isnt rotating correctly for the host, the client it looks fine