I’ve made a ragdoll teddybear. I used the ragdoll wizard a little initially to see how it works, but it wouldn’t take an armature with only 7 bones, so i ultimately made this myself, with colliders, rigidbodies, and character joints, on each part.
As long as i move this little guy around slowly, and don’t get him caught on things, he’s fine;
But if i move him too fast, or swing him around in a way that part (not all) of him hits an object, bad things happen.
My best guess at what’s happening here, is that high forces are sending the limb rigidbodies flying, and they get caught on something in the scene, preventing them from coming back.
But i don’t understand HOW this can happen. The character joints have a breakforce set to infinity, so surely that should prevent them from going any distance from their starting point, no matter how much force they’re under?
The right leg in this case flew about 100m and got stuck behind a little hill in the distance.
Probably relevant, here’s the full inspector readout for that right leg (most of these values are just defaults)
I could be wrong, but I’m pretty sure this is a collision issue. I’ve had a similar issue with ragdolls, and the issue ended up being resolved by working out layer collisions in Edit->Project Settings->Physics
None of these works in high speed collision impact, setting max depentration velocity helps, but it would cause some other issues, such as ignore collision impact.
5 years later and @Nanako solution still works great with the 2020 alpha, I was having issues where unity was crashing because my ragdoll was flying out of bounds/at too high velocities due to spaghettification glitches, this fully fixed it