Help with rigidbodies and configurable joints (angular x/yz drive)

Hello all!

Long time Unity user here, but new ragdoll user. For the Global Game Jam, I decided to be ambitious and try to make an active ragdoll game. I have been following this video series (specifically part 2 at this time), and this article (about 2/3rds down, just CTRL+F “Connect the hips” .

I have my ragdoll’s Angular Limits configured to a general humanlike range of motion. The ragdoll collapses appropriately when I hit play.

However, the video mentions that when I increase the values for the Position Spring for both Angular X Drive and Angular YZ Drive for all the joints, the ragdoll should begin bouncing/snapping back to its target rotation, and stand back up. My ragdoll hardly moves when I do this, if at all. It doesn’t matter how high that value is.

Currently, the mass for all my joint objects is just set to 1. I am using Unity 2023.2.6f1.

The linked article also mentions that I can try making a kinematic rigidbody and link it to the hips with a joint to achieve this, but I have tried this without much luck as well.

Are there any steps I might be missing to get the ragdoll to stand back up this way?

If you feel so inclined, you can clone my (very barebones) project here, check out the ragdollTesting branch, and load the TestBench scene to see what I’m working with.

Some progress: It seems that changing the spring values at runtime was not working. When I set the spring values to 1500 with a damper of 10 before pressing play, the body is appropriately springy and standing up. Could this be a bug?
Or is this expected behavior?