Complete Youtube tutorials series can be found here
In here you will find links to the proper sections of this documentation
Table Of Contents
Setting up a new project
Start using Pocket Ragdoll
Pocket Ragdoll Controller
Player Input Controller
One Hand Controller
My Player doesn’t jump
My Player grab item is strange
My Camera doesn’t follow the player
All this information can be found in our Youtube Playlist
When setting up a new project, first we need to inject the Pocket Ragdoll settings.
On Unity’s upper menu, go to Tools -> PocketRagdoll -> PocketRagdoll Settings Injector
This will open up a new window
This will apply general settings in your project, such as the new Layers to use ( Player and Ground ), the CanBeGrabbed tag and some Physics changes on the project:
If everything is ready, you will see a log in the console with the message “ Pocket Ragdoll project settings has been successfully injected ”
Now you are done with settings!
Once the Project Settings are done, you can start preparing your project. Start by adding a 3D model (we recommend a Plane or a Cube) to act as a floor. Make sure this new object has a collider attached to it and if it has a Rigidbody make sure it set to “isKinematic” since it doesn’t move and we don’t want gravity on it.
Make sure that this new object has the layer “ Ground ”
After that, add any object on the Scene that you want to grab . Make sure this object has the CanBeGrabbed tag, a Collider and a Rigidbody like in this picture:
Pick any 3D model you have for your player/character. We use any downloaded from mixamo.com but you can use any other. Make sure it has a Humanoid Rig .
Drag the new model into the Scene so it appears in your Hierarchy.
Now that we have the base for the player we can start with the Pocket Ragdoll Binder which helps creating a ragdoll player. Open the Binder window by going to Tools -> PocketRagdoll -> PocketRagdoll Binder
This will open a new wizard window:
Note that on the next images you will see an option “ From scene object ”. This was for the previous Pocket Ragdoll version so don’t worry.
This will create another Game Object on your Scene and also enable new fields on the wizard:
The next step is to map using the scale and move tools the “ PocketRagoll ” child Game Objects into your model in your scene. The blue objects map the colliders to be used in your player model so make sure it maps correctly. For example, one arm should look like this:
Don’t worry if it doesn’t match 100% but make sure it’s as close as possible to your model. Note that one can change the colliders later.
After making all the changes on the template, you can collapse the PocketRagdoll in your hierarchy to make some space for your model. Expand you model so you can see each component properly.
Start dragging the corresponding Game Objects from the hierarchy window to the Binder window . Each field is properly named so it fits your model. Note that one can expand/collapse each section.
One should get something similar to this:
Once you are ready, just click on the “ Bind PocketRagdoll to Model ” button. This will make the Template and your model Game Object merge and apply all the necessary scripts to it. This means that now your model is under the PocketRagdoll Game Object.
If everything goes correct, you can se a message in the Console saying “ PocketRagdoll has been binded ”.
You can note that there are new scripts that have been added. Below you will find some descriptions to them.
This script is the ❤️ of Pocket Ragdoll. First it contains all bones mapped to your model. Usually you don’t need to change them.
Below them you can find the bones and rigidbodies of the hands under the “ Hand Dependencies ”. As with the upper bone sections, you shouldn’t need to change this ones.
Afterwards you can find the “ Use Controls ” checkbox, which enables/disables the control input on this player. This is useful if you have more than one player in the scene.
Later we have the player and ground layer masks. This should be the new layers created by the Injector on the previous step .
Finally we have some settings that you can change to fit your game. Play with them and see the changes.
This script is the one in control of which input to use. It’s configured with the default settings on the “ Project Settings ” -> “ Input Manager ”. It also has a checkbox to enable/disable the Punch feature.
In here you can also set which hand to use: either Left or Right hand
Controls the force and stiffness of the hand limbs when reaching and punching.
This script is the one in charge of grabbing/throwing and equipping an item to the player. There’s no need of changing it’s values.
Now you are all setup! Go to Play Mode and start testing your new Ragdoll player!
If anything is unclear, you can also find our Youtube Playlist where we show this steps.
Check that on the feet Game Objects that have the “ Feet Contact ” script attached to have the “ Ground ” layer mask assigned.
Make sure that on the Player’s script “ Player Equip ” are assigned the direct childs of the “ PR_LeftHand ” (and “ PR_RightHand ”) Game Object. Usually is the container of the “fingers” Game Objects. If there’s no child present in your model, create an Empty Game Object as a child of the “ PR_LeftHand ” and “ PR_RightHand ”.
If you are using Cinemachine or any script that makes the camera follow the player, make sure your target is set to the “ PR_Root ” child Game Object.
For any further question not covered here feel free to contact us at firstname.lastname@example.org