How to prevent Navmesh from messing with animations with ragdoll

Im using my own implementation of the AI Third person controller for the entities in my game. This works perfectly fine, until I setup up ragdoll colldier/joints/rigibodies on my character.

The NavMesh agent on my character only controls it once it has a target, and before it has a target, the idle animation runs fine.

As soon as the navmesh begins moving the character, the animation become messed up. (When walking the character is crouched, as though the rag doll is relaxed)

But I have the rigidbodies for the ragdoll set to kinematic, and the main rigidbody for the character (which the ai controller requires) also set to kinematic. So Im not sure whats going on.

If i remember correctly, Third person controller from Unity, has a build in function to detect places where it can’t stand. so it crouches. Make sure your character doesn’t have a collider overhead or other thing that could be triggering it. Or try dissabling that function from the code.

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You hit the nail on the head!

I Actually realized this shortly after making this post and forgot to come back to it…hopefully it saves someone some time in the future!!

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