A Zone of Danger - Multiplayer FPS - IK Animations and Ragdoll physics

Опубликовано: 30 Март 2026
на канале: purpl3grape studios
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In this update, we've updated the all animations to be of Humanoid type. This allows us to implement Two Bone IK constraints for our Character's Hands and Feet, for more natural movement.

And having Humanoid Animations allows us to take advantage of Unity's Ragdoll system.

Syncing the IK components meant that calling animator.GetIKPosition(AvatarIKGoal) will result in unwanted synced results. So instead of calling that function, I used reference transforms as a point to initiate raycasts for the Ground data, to allow the feet to react accordingly.

Syncing Ragdoll is simply using a NetworkRigidbody component on the Main rigidbody (Pelvis) of the ragdoll. We could sync all the other body parts, but that would be a lot more computation, and the pelvis drives the parent ragdoll's position / rotation, so that is enough.


NEXT UPDATES
Next updates will be focus on Snipers! A pulse machine gun that'll have knock back effect. Also, this'll a good time to go ahead and add the Storm Information to the Minimap. This'll include a Storm circle at a given point, and radius, and the directional lines from the user's player to circle.


NEXT ITEM PICKUPS UPDATES
And then, Item pickups. Soon I'll need be getting ideas for this, and how I'd like to implement them.


NEXT MOVEMENT UPDATES
Also since sliding is a common theme in FPS games, I'll need to think about its animation and implementation as well