PeterBacall

Hi, I never got an answer for this one. Still having problems.

Is the button in Unity "Create Hinge Chain" in the Inspector under "Skeleton Utility Bone" supposed to create a 3D hinge joint, instead of a 2D? The "Skeleton Ragdoll 2D" is creating it's joints in 2D, and I think the "Create Hinge Chain" should too.

It also gave 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 skeleton.FlipX script)
I suppose it wasn't expecting a 3D BoxCollider

For me, it makes more sense having 2D joints. Why is it 3D?

Thanks in advance,
/Peter
PeterBacall
Posts: 39

Pharan

There was some irreconcilable behavior using 2D at the time when Skeleton's hinge chain was implemented a few years ago.

We'll see if it's not too hard to convert the existing code, and if it has no problems.
User avatar
Pharan

Pharan
Posts: 4542

PeterBacall

I see, I’ve been doing my joints manually and what I know they seem to work.

Thank you, let me know when it is available
PeterBacall
Posts: 39

Nate

I think 3D hinges were used because flipping didn't work well with 2D hinges. With 3D, faux flipping can be had by rotating 180 degrees around the Y axis.
User avatar
Nate

Nate
Posts: 7647


Return to Unity