Creating Ragdoll Character

What is the best and easiest way to create a ragdoll character? im experimenting with a few ways that I’ve seen online, although I kinda need something that can work for my game. I saw about active ragdolls that can combine both animation state and ragdoll state. Looks doable, but some say it’s hard to create, then it’s best to use an asset store for it. Right now, I have the setup pretty much ready. I just encountered a bug where my character just flies around in circles. So I’m just looking for answers if active ragdolls are a good approach and can be done without an asset in a short time frame. Any other game dev technique would be helpful, so I can investigate those and see how they can work for me.

Just to be clear on what type of game im making (by physics and mechanics mostly, not genre or concept): im making something like goat simulator, Human Fall Flat kind of mechanic. The genre is quite the same as those as well. a funny, goofy, silly game. in my game, I want more smooth control for the player, and the ragdoll kicks in when objects hit the character or the player falls off something.

this is a video i saw

And this is a question I saw in Unity discussion

The active ragdoll is definitely a thing. However. Depending on the power available can be very expensive in calculations as you mention. There are some assets on the store that do all the work for you but, it can often tank the fps

So, what is best working by performance? Me doing it or assets? Don’t those assets take care of fps if they were made for ragdoll functionality?

well assets are just someone elses work you pay for, most of them do not have any inside specific voodoo that will make their work bad, or less performant. However, they may include functions you dont need somehow, and therefore have a little bloat from that point of view.

I cannot advise you what works best for you. You have to do your own evaluations, sadly for me, as a webgl target person, It wasnt good enough for me to use for my stuff and I had low mob count, with mutli threading support back in for webgl, maybe i need to check again, but i can only tell you that when i looked last year, I think it was, that the active ragdoll in web was potentially not a good fit.