Active ragdolls and wobbly physics-game players for any humanoid: walk, grab, carry, climb, take hits, fall and get up. Built in one click.Make a wobbly physics game, or give your enemies bodies that really take a hit.Quick Ragdoll Pro builds a physical body for any humanoid character in one click: 16 rigidbodies with human mass proportions, colliders sized from the skeleton, and joints that bend the way people do. Then you choose what drives it.THE PHYSICS PLAYERAdd Ragdoll Player and the body is the character. There is no capsule and no animation: the hips are held at standing height, the arms and legs are posed procedurally, and everything else is physics.• Walk, run, jump, crouch, bend forward and flip, on the body's own forces. Slopes, stairs, pushes, moving platforms and crowds just work• Two independent hands. Hold a mouse button or a trigger and that arm reaches where you look; the hand holds whatever it touches: a loose crate, another player, or the world itself• Carry things in both hands and let go to drop them• Grab a ledge, look up and hold Jump to pull yourself over. Hanging arms go slack like ropes, so you can swing from a bar• Go limp with one key, and stand back up when you release it• Checkpoints you drop into the level, and a respawn when you fall off the world• Keyboard, mouse and gamepad, with the Input System or the old Input Manager• Everything the player does goes through one commands struct, so an AI, a replay or your netcode can drive it the same way• A third-person camera that orbits where you aim and slides in front of walls. No Cinemachine neededACTIVE RAGDOLL NPCSKeep your Animator. The ragdoll follows it with muscles and pins, and what you see is the physical body.• Regional hit reactions: Hit(collider, impulse, point) weakens the limb that was struck and its neighbours, which swing with the hit and recover• Enough hits in a short time, a big shove or a tilt knocks the character down• Explode(center, speed, radius) throws every body in range• Gets up from the back or the belly: plays your get-up clips when the Animator has the triggers, and otherwise stands up physically with no clip at all• Kill, Revive, Turn Off and On, Teleport, Respawn, and an event for every state change• A live inspector with pin and muscle bars for every body, and the joint ranges drawn in the Scene viewONE-CLICK BUILDER• Tools > Quick Ragdoll Pro > Ragdoll Builder. Drop your character in, check the bones it found, press Build Ragdoll or Build Player• Any Humanoid avatar, or a Generic rig mapped from bone names: Mixamo, Unreal, Blender and most exporters• Anatomical joint limits, measured on the built ragdoll: a knee bends 140° one way and 3° the other, an elbow 145° and 5°• Any size and any rest pose: tested at 0.6×, 1× and 1.4× scale, in T-pose and A-pose• No tags, no layers to set up, nothing else to install. One Undo takes it all backPERFORMANCE YOU CAN MEASURE• Zero garbage per frame. In a development player on Unity 2022.3 and Unity 6, 0 of 300 frames allocated anything with 20 players walking or 50 animated NPCs simulating• Ragdoll Culling spends physics only near the camera: further out a character follows its animation and still takes hits, and far away it switches off and costs nothing• Long falls stay together: speculative continuous collision and joint projection keep the widest joint gap of a 4 m drop at about 2 cmWHAT IS IN THE BOX• A mannequin character with a Humanoid avatar• The Playground: crates to carry, a heavy crate to push, walls to climb, a pull-up bar, a seesaw, stairs, a gap to jump, balance dummies to knock over with a ball launcher, and checkpoints• Full C# source, documentation and a changelogHONEST LIMITSQuick Ragdoll Pro is for two-legged humanoids; it does not build quadrupeds. Hands are single bodies, so fingers are not simulated. The physics player is deliberately wobbly and is not meant for precise platforming. Networking code is not included, though the commands struct is ready for it. Get-up animations are not included; without them, characters stand up physically.Features:• ActiveRagdoll: muscles (slerp joint drives scaled by mass), pins, balance, hit reactions, explosions, five states (Alive, Fallen, GettingUp, Dead, Off), physical or clip-driven get-up, Teleport and Respawn• RagdollPlayer: physics locomotion, procedural walk cycle and poses, two-hand grabbing with fixed joints, hanging and climbing, flips, limp, checkpoints and respawn• RagdollCommands: one struct for move, aim, jump, run, crouch, bend, grab left and right, flip and ragdoll• RagdollPlayerInput: keyboard, mouse and gamepad; the Input System package when installed, the Input Manager otherwise• RagdollCamera, RagdollCheckpoint, RagdollCulling• RagdollBuilder and RagdollBoneMap: build at runtime or in the editor, from a Humanoid avatar or by guessing bone names• Editor: Ragdoll Builder window with a skeleton preview, live Active Ragdoll inspector, joint-limit gizmos• Built-in, URP and HDRP: the demo's materials switch to the active pipeline• No required packagesSupported OS: all platforms Unity supportsDocumentation: README.md, CHANGELOG.md and Documentation/Documentation.md inside the package




