- Hi everyone! We’re working on a game where we aim to slice character body parts using melee weapons. To achieve this, we modeled each character with separate body parts, and it was working as intended. However, when we added ragdoll physics, the separated body parts started flying all over the place. Currently, we have a mesh filter and renderer on each separated body part (which does not contain any bone) to make them individually cuttable, but we still want to incorporate ragdoll functionality without breaking the cutting mechanic. Does anyone have experience with achieving this? How can we keep the ragdoll physics functional while maintaining the ability to slice body parts individually? Any advice or solutions would be greatly appreciated!