
Dynamic Bone Chain Physics for Unity3D
A downloadable asset pack
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Dynamic Bone Chain
Bone Chain Setup
- Root Bones: List of transforms where each dynamic chain starts.
- Excluded Bones: Bones (and their children) to exclude from simulation.
- Root Bone Offset: Rotation offset applied to the root bone (degrees).
Main Physics Properties
- Stiffness: How rigid the chain is (0 = floppy, 1 = rigid).
- Elasticity: How quickly bones return to rest pose.
- Damping: How quickly movement slows down.
Force Properties
- Gravity Strength: How strongly gravity affects the bones.
- Inertia: How strongly bones maintain momentum.
- Parent Influence: How strongly child bones follow their parents.
- Tip Heaviness: Makes the tips of chains heavier/more reactive.
Movement Limits
- Maximum Angles: Maximum bend angles allowed (degrees).
Sine Wave Animation
- Enable Sine Animation: Adds automatic wave-like motion.
- Wave Speed: Frequency of the sine wave (cycles/sec).
- Wave Size: Size of the wave motion (degrees).
- Main Motion Axis: Primary axis for the wave motion.
- Secondary Motion: Amount of motion on the secondary axis.
- Phase Offset: Offset between primary and secondary motion (degrees).
Random Variation
- Randomness: Random variation in the wave animation.
- Variation Speed: How quickly random variations occur.
Simulation Settings
- Auto Update: Enable/disable automatic updates.
- Use Fixed Update: Update in FixedUpdate instead of LateUpdate.
- Time Scale: Simulation speed multiplier.
- Scale Multiplier: Global scaling factor for all forces and movements.
- Solver Iterations: Number of constraint solving iterations (higher = more accurate but slower).
Animation Integration
- Animation Priority: Priority when multiple animations affect the same bones.
Collision Settings (Experimental)
- Enable Collisions: Allows bones to collide with scene colliders.
- Collision Layers: Which layers to check for collisions.
- Collision Shape: Shape to use for bone collisions (Sphere, Capsule, MultipleSpheres).
- Collision Size: Radius of collision shapes.
- Sphere Count: Number of spheres to use for collision (if MultipleSpheres).
- Bounciness: How much bones bounce off surfaces.
- Friction: How much bones slow down when sliding on surfaces.
Note: Collision system is experimental and may not work perfectly in all cases.
Debug Visualization
- Show Visuals: Display debug visuals in the scene view.
- Debug Color: Color for debug visualizations.
Actions
- Initialize Chain: Set up the bone chain hierarchy.
- Restore Bind Pose: Return bones to their original positions.
- Reset Simulation: Reset the simulation state.
- Capture Current Pose: Store the current pose as the rest pose.
Published | 13 hours ago |
Status | Released |
Category | Assets |
Author | SynKrown Games |
Purchase
Buy Now$7.99 USD or more
In order to download this asset pack you must purchase it at or above the minimum price of $7.99 USD. You will get access to the following files:
DynamicBoneChain.unitypackage 18 kB
Comments
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does it work when animation is playing? (+humanoid rig)
It should work using the animation priority slider. I will retest that when i am back at my computer