When loading a Ragdoll Entity using state.EntityManager.Instantiate, all the Colliders are clumped together

When loading the Entity using state.EntityManager.Instantiate, the Position data of the RagdollEntity’s Joint component is incorrect, but when placing the Prefab directly in the SubScene, it works correctly
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Please have a look at the solution in this thread which might resolve your issue:

It’s a bug. I’ve found that this is only happens when there is Auto Configure Connected Anchor option is enabled on Character Joint, and it’s only happens when you initiate a prefab to subscene, if you put this prefab manually everything is ok. So you should copy your Auto Configure Connected Anchor values to Connected Anchor and turn that option off.

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thanks @zosiazija, you save my time.

Note that this should now be fixed as of 1.4.
The issue was related to a problem with the data in the built-in joint component when loaded from a prefab.
Faulty data was received in the Unity Physics bakers which caused this issue.

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