Rigdoll accelerates when falling

Hey guys,

I tried to fix the following behaviour for the past day and I am completely out of ideas what the hell is wrong. Any pointer as to what could be the problem or what I could try to resolve such would be much much much appreciated.

I am working on a little expreiment where I want to have a character jump from a building and front-/backflip into a pool or onto the asphalt. When the player does not manage to hit the pool the character enables its ragdoll. Thats the plan.

I am using addforce to jump and addtorque to rotate the player. I am using an animator to display idle, jump etc. animations. I created a standard unity ragdoll and to start ragdolling I disable the animator and the collider used in flight and reactivate the previously disabled colliders attached to the ragdoll.

When I start the Ragdoll mid-air the ragdoll accelerates hard (on top of the previous falling speed) and smashes into the ground so violently it bugs out - that is my problem.

Something that COULD be the problem (but I don’t know if it relly is or how to work around it) is that I attach the character to a empty game object that shifts its origin from the feet to the center so it rotates around its core rather than its feet. The rigidbody that jumps and rotates is attached to this object and is made kinematic when the ragdoll is switched on.

I really hope someone knows what the hell is going on - obviously I am a little despreate haha.

Kind regards

If you want to reduce the acceleration add some drag or reduce the mass.

If with “Bugs out” you mean that a limb kinda enters in the ground dont worry, is VERY common (I had some problems with that in the past) the solution will be to activate continous collision detection in the rigidbodies, making them precalculate the hit and dont stuck into the ground.

I hope it helps:)

Also watch out with animations and rigidbodies (The rigidbodies dont like direct transform moving) remember to set then to kinematic:p