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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
StatusReleased
CategoryAssets
AuthorSynKrown 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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(1 edit)

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