I can’t seem to find anything on the internets about this and I am trying to see if I can get anything to work, but it seems I can do either of these:
Have a visible skinned mesh renderer. OR
Have functioning ragdoll joints.
If I use the ConvertToEntity.cs-scripture and inject a GameObject, the SkinnedMeshRenderer becomes visible but the Physics Joints will not activate, and if I convert and destroy, the joints spring alive but the mesh disappears.
The SkinnedMeshRenderer belongs to an imported .FBX with a humanoid rig that works with the conventional system like ConfigurableJoints, of which you can observe here:
I am fairly sure skinned mesh renderers are not supported in ECS yet. You can bake the animations and use that with ECS. I think the huge MOBA talk at Unite LA has info on that.
That limits a lot of what I want to do. I currently have to rely on configurable joints for riggybodies using PhysX, but since it’s not as optimised as the new Unities’ physics system, I wanted to switch. I guess this will delay my ECS-integration a little longer.
I would just modularize everything so when those features do come out you can rip out your old system and replace it with the new stuff. I would do all the physics in ECS and then write a converter to move those joins to a linked skinned mesh renderer. Once the skinned mesh renderer comes out for ECS, then you can replace that.
I don’t need animation clips (personally I hate 3D animation and the clips it generates as it is becoming obsolete, is a waste of time and space, and is not dynamic enough compared to the Euphoria engine and similar excellent advances in adaptive 3D locomotion of recent times), I only need a skinned mesh ragdoll. I want to recreate the concept of the Euphoria engine or something similar in Unity. I know others are looking into “active ragdolls” as well, but it’s so far been using PhysX, which is the same for me as well.
Thanks for helping out. I guess I’ll just wait with this for now. ;w;