Animation Rigging Package - ChainIK only works on objects already in scene when played...

Hey Everyone,

This is my first time posting on these forms, so I apologize if I did anything wrong.

Here is the problem: I am using Unity’s Animation Rigging Package, Specifically the ChainIK Constraint component. This component works exactly how I would expect it to when applied to any object that is already in the scene.

But when I try to instantiate objects that are also using the ChainIK Constraint, the instantiated object’s Inverse Kinematics do not work. Despite the fact that {The object that was already in the scene before hitting play & The object that was instantiated while I was playing} are both based on the same prefab.

There should be no difference between these two objects, and yet I cannot figure out why the IK is not working and how to start going about fixing it.

More Context
Editor Version: 2021.3.7f1
Animation Rigging Version: 1.1.1

If anyone has any information that may be helpful, please do share :slight_smile:

Thank you for your time,

  • Ronnie

Welcome. So you know, we have dedicated forums you can use. Your post is about animation, not the editor so I’ll move your post to the Animation Rigging forum.

Hi, I had a similar problem with a chainIK constraint being assigned a new target in runtime.
The solution for me was to get the RigBuilder component of the animation rig where the IK constraint is attached and call the .Build() function.
It’s insane that the RigBuilder is not mentioned in the constraint documentation, I spent a good day of searching and testing before finding the solution myself.