PeterBacall

Hi!

Is the button "Create Hinge Chain" in the Inspector under "Skeleton Utility Bone" supposed to create a 3D hinge joint, instead of a 2D? While the "Skeleton Ragdoll 2D" is creating it's joints in 2D. Is there an explanation for this?

It also gives a warning when the player flips:
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Player/Graphics/Barney Spine/SkeletonUtility-Root/root/Body/Chain"
with the
skeletonAnimation.Skeleton.FlipX = false;
I suppose it wasn't expecting a 3D BoxCollider

EDIT: Is it possible you guys can change the "Create Hinge Chain" to creating 2D objects instead of 3D objects? :angel: The ragdoll script is already using 2D versions of hinge joints, and it makes much more sense. Please let me know if I'm wrong.
Let me know if you need more information.


Thanks in advance,
/Peter
PeterBacall
Posts: 38


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