Future updates:
- Grabbing system
- Attack system
- ??? system
I will keep updating it and the price will increase by each update. So, get it as early as possible and save it for new features ;)Active Ragdoll Configurator - Automated Physics-Based Character SetupStreamline your active ragdoll workflow with this powerful Editor tool that automates the complex setup process for humanoid characters. No more manual collider sizing or tedious joint configuration!What It Does: Automatically detects bones, generates joint configurations, intelligently sizes colliders, and configures physics parameters - all with a few clicks. Choose between Simple (fast, anatomical proportions) or Advanced (mesh-geometry analysis) auto-sizing methods for perfect collider fit.Key Features:One-click limb detection using Unity's Avatar systemIntelligent collider auto-sizing (2 methods: Simple & Advanced)ScriptableObject-based configuration for easy customizationManual fine-tuning tools for precise controlRefresh the system to apply configuration changes instantlyWorks with prefabs seamlesslySuitable For:Action games requiring dynamic ragdoll physicsCharacter death/knockout systemsPhysics-based combat and interactionsSports & fighting gamesAny project using humanoid characters with active ragdollsCompatibility:✓ All render pipelines (Built-in, URP, HDRP, Custom SRP) ✓ Unity 2020.3 LTS and newer ✓ All platforms ✓ Works with Mixamo, Ready Player Me, and Asset Store charactersWhat's Customizable: Everything! Edit collider types (Box/Sphere/Capsule), sizes, masses, joint limits, drive forces, and physics materials through easy-to-use ScriptableObject configurations. The tool generates the foundation - you control the details.Perfect For: Developers who want professional ragdoll setups without spending hours on manual configuration. From indie games to AAA productions, this tool saves time while maintaining full creative control.Technical Details - Key Features:Automation & Workflow:• Automatic bone detection from Unity Humanoid Avatar (15 core bones) • One-click joint configuration generation with ScriptableObject architecture • Integrated workflow: Find Limbs → Generate Configs → Auto-Size → Configure • Automatic RigidBody, Collider, and ConfigurableJoint setup • Prefab-aware with automatic change applicationIntelligent Collider Sizing:• Two auto-sizing methods: Simple (anatomical proportions) and Advanced (mesh geometry analysis) • Simple Method: Uses bone hierarchy and anatomically-accurate thickness ratios • Advanced Method: Multi-section mesh vertex sampling with IQR outlier filtering and statistical averaging • Adjustable padding multiplier (0.7-1.1) for fine control • Smart centering: Box/Sphere/Capsule positioning optimized per bone type • Foot collider specialized positioning (35% offset for realistic anatomy)Configuration Management:• ScriptableObject-based joint configurations for reusability • Per-bone customization: collider type, size, mass, joint limits, drive settings • Refresh system to instantly apply configuration changes to scene • Support for all collider types: Box, Sphere, Capsule • Physics material assignment support • Character-specific configuration folders with naming conventionManual Fine-Tuning:• Real-time collider adjustment with Scene view visualization • Grouped limb editing (adjust both arms/legs simultaneously) • Changes automatically sync back to ScriptableObject configurations • Undo/Redo support throughoutCompatibility:• Unity 2022.3 LTS and newer (including Unity 6) • 100% render pipeline agnostic (Built-in, URP, HDRP, Custom SRP) • Platform independent (Editor tool, works everywhere) • Zero external dependencies - uses only standard Unity APIs • Compatible with Mixamo, Ready Player Me, and Asset Store charactersPerformance:• Editor operations: 1-8 seconds for complete character setup • Simple auto-sizing: 1-3 seconds • Advanced auto-sizing: 3-8 seconds (mesh-dependent) • Minimal memory footprint (<5MB) • No runtime overhead (Editor-only tool)Customization:• Edit any parameter via Inspector (collider properties, masses, joint limits) • Change collider types post-setup (Box↔Sphere↔Capsule) • Configurable drive forces, spring/damper values, max force limits • Angular limit customization (X/Y/Z axes) • Lock linear motion options • Slerp drive vs XYZ drive configuration



