Characters & vehicles

Ragdoll Characters

Create an articulated physics character, dress it in one of 15 skins, choose weapons and shields, set its pose, and configure balance, walking and independent hand controls.

Creator guide

What you can build

Create an articulated physics character, dress it in one of 15 skins, choose weapons and shields, set its pose, and configure balance, walking and independent hand controls.

Make a dressed character that belongs in your scene: a person in everyday clothes, a historical figure or a character in folk dress. Set the initial stance, add held equipment and choose whether it stands, balances or walks under player control.

Creator guide

Choose from 15 ragdoll skins

Use Enable Ragdoll Skin, then open Ragdoll Skin. Choose Everyday, Military, Historical, Folk Dress or Robots.

Everyday

Man in a Suit

A dark suit, light shirt and tie for a formally dressed character.

Everyday

Young Man in T-shirt and Shorts

A casual character with a coloured T-shirt and shorts.

Everyday

Older Man in Shirt and Trousers

An older character with grey hair, glasses, a light shirt and trousers.

Historical

Knight

A character in a helmet and articulated metal armour.

Historical

Nobleman

Historical formal clothing with a rich-coloured coat and decorative details.

Historical

Ottoman Pasha

An Ottoman character with distinct headwear and layered, ornamented clothing.

Folk Dress

Young Man in Folk Dress

Serbian folk clothing, including a sajkaca cap, waistcoat and sash.

Folk Dress

Girl in Folk Dress

A younger female character in folk clothing, with a hair ribbon and decorative details.

Folk Dress

Woman in Folk Dress

A female character in folk clothing with a head covering and decorative dress details.

Military

Soldier with Helmet

A soldier with a helmet, uniform and boots.

Military

General with Cap

A military uniform and peaked cap.

Military

Pilot

A pilot with a leather jacket and flying gear.

Military

Fighter Jet Pilot

A jet pilot with flight clothing and boots.

Robots

Chrome Endoskeleton

A metallic robot with exposed mechanical shapes.

Robots

Friendly White Robot

A robot with white armor and a dark faceplate.

How a character skin works

How a character skin works
ControlHow to use it
Dress the assembled characterThe skin builds articulated body-part artwork with clothing and body silhouettes, so the arms and legs move with their own joints. It works with posing, size and Flip Ragdoll.
Edit Part / custom body partsSkin artwork uses editable drawn parts. Select a part to work with its geometry and details, or replace it with a compatible object. Recheck anchors and ground contacts after a custom replacement.
Change or disable a skinChanging the skin rebuilds the authored body parts for the selected character. Turning it off restores the backed-up source of generated parts; manually replaced parts are treated as intentional overrides. Choose a base skin before doing extensive custom-part work.
Skin, material and joint artworkMaterial Type and Texture Scale set the body material; Ragdoll Skin supplies authored character clothing and geometry. Joint Skin Type controls the visible connectors of ordinary parts. Generated skin parts hide those ordinary connectors.
Use the dressed character in motionEnable movement separately and choose Stand, Balance or Walk. A skin sets the character appearance and body shapes; the joint movement setup animates the articulated assembly. Test feet, size and equipment together on the intended ground.

Creator guide

Standing, balance and walking

Choose how the physics character behaves, then decide whether the player controls its motion.

Movement modes and controls

Movement modes and controls
ControlHow to use it
Movement offThe connected parts respond as an ordinary physics ragdoll. Select Enable Ragdoll Movement when you want the assembly to hold a pose or use a movement setup.
StandHold the configured joint pose with motors acting as brakes. Useful for a stiff figure or a posed character. A strong push can still tip the complete body over.
BalanceAdd a corrective movement setup that tries to return the character towards its configured pose after a disturbance. Balance Recovery Speed adjusts the response; it is available in this mode.
WalkGenerate the walking setup that coordinates the articulated legs and body using movement chips and ground-contact information. Walk Speed adjusts the setup. Start on a flat platform and test the actual character before adding a difficult route.
Walk SpeedSet the walking configuration speed, from 0.001 to 20. It is enabled in Walk mode. This changes the movement setup, rather than playing a fixed sprite animation; ground, body size and equipment still affect the physical result.
Control Walking With ControlsEnable this in Walk mode to drive walking from the chosen player input. With it off, the walking setup runs without that player-input gate.
Walking ControlsChoose a primary or secondary joystick horizontal/vertical axis, or a primary or secondary left/right button pair. Use an input that is present in the level's Play controls.
Enable Walking In Both DirectionsAllow the selected walking input to request either travel direction. This switch requires Walk mode and Control Walking With Controls. Test positive and negative input and the character's facing on the ground.
Enable Hand MovementEnable the walking arm-swing setup. This switch is available in Walk mode; direct player control of the arms is configured separately.
Hand Movement SpeedTune the arm-motion response. Direct hand control can be used with movement enabled in Stand, Balance or Walk, so it is also useful for a stationary character.
Control Hands With ControlsDrive the arms from player input instead of relying only on automatic walking arm movement. Enable movement first, then select the desired hand input.
Near/Both Hand ControlsChoose the input for both hands together, or just the near hand when separate control is enabled. Near and far describe the two sides in the character's side view.
Control Left/Right Hand Separately / Far Hand ControlsEnable independent inputs for the two arms. Near/Both Hand Controls then drives the near side and Far Hand Controls drives the far side. The far-hand picker stays disabled until separate control is enabled.
Head Stiffness / Neck StiffnessAdjust how firmly the movement setup holds the head and neck. Increase firmness for less loose motion or lower it for a softer response, then test under the forces used in the level.
Show Movement Scene ChipsShow the generated movement chips in the scene while movement is enabled. Inspect them when learning or extending the setup; hiding their scene presentation does not switch movement off.

All 6 input sources

All 6 input sources
ControlHow to use it
Primary Joystick Left/RightHorizontal input from the main joystick. A natural starting choice for walking.
Primary Joystick Up/DownVertical input from the main joystick. Can be assigned to an arm while horizontal input drives walking.
Secondary Joystick Left/RightHorizontal input from the second joystick, independent of the primary one.
Secondary Joystick Up/DownVertical input from the second joystick. A useful separate hand-control source.
Primary Left/Right ButtonsThe main directional button pair for levels using buttons instead of a joystick.
Secondary Left/Right ButtonsThe secondary directional pair, allowing a separate control assignment.

Creator guide

Poses, weapons and shields

Build a character for the scene, then edit its stance and held equipment.

14 pose choices

Enable Pose and choose Normal, Custom, Sitting, Table Sit, Front Step, Back Step, Front Karate Stance, Back Karate Stance, Front Talking, Back Talking, Front March, Back March, Front Run or Back Run. These set the initial pose; movement mode decides what happens during Play.

Pose every joint

Use Ragdoll Rotation for the whole character. Set Head and Neck angles, then the near and far Shoulder, Elbow, Hand, Hip, Knee and Foot angles independently. The paired sides let you give the arms and legs different poses.

7 weapon choices

Enable Weapons and choose Utility Knife, Small Knife, Knightly Sword, Serbian Sabre, Kilij, Katana or Spiked Mace. The weapon is attached to the near hand; its style can be chosen independently of the body skin.

5 shield choices

Enable Shield and choose Wooden Buckler, Small Wooden Buckler, Ottoman Kalkan, Steel Heater or Noble Shield. The shield is attached to the far hand and has a separate style selector.

Equipment and hand motion

Try a weapon on the near hand and a shield on the far hand, then choose independent hand controls to move the two sides separately. Equipment is connected physical artwork, so inspect contact and joint behaviour while testing.

Limb separation and body shape

Use Round Parts for the ordinary rounded-part option, or Replace Body Part for a custom silhouette. Enable Limb Separation With Force allows joints to detach under sufficient force. Tune that threshold after testing normal movement and collisions.

Creator guide

Set up a character for your level

Start with one dressed ragdoll on a flat platform, then add the gameplay you want.

Player-controlled walking

  1. Place a ragdoll with room for both feet to settle. Set size, Enable Ragdoll Skin and the desired skin; choose Normal or your initial custom pose.
  2. Turn on Enable Ragdoll Movement and choose Walk. If your version includes Automatic Walk, turn it off to use player walking controls. Set Walk Speed and test the basic character on the platform.
  3. Turn on Control Walking With Controls and choose Primary Joystick Left/Right, or the directional button pair used by the level.
  4. Enable Walking In Both Directions if the player should request both travel directions. Test each direction and release the input.
  5. Enable Hand Movement for walking arm motion, or assign direct hand inputs. Add equipment and obstacles one change at a time, then save and reload the level.

Independent arms on a dressed character

  1. Enable movement and choose Stand, Balance or Walk for the body. Enable Weapons and Shield if the scene needs held equipment.
  2. Turn on Control Hands With Controls. Select Near/Both Hand Controls, then turn on Control Left/Right Hand Separately.
  3. Choose a different Far Hand Controls source. For example, use Secondary Joystick Up/Down for the near side and Primary Joystick Up/Down for the far side, with primary horizontal input reserved for walking.
  4. Test each input separately in Play. Confirm the corresponding arm responds and tune Hand Movement Speed before combining the inputs.

Creator guide

Options and behavior

Find the control you need, then follow the setup steps to test it in a level.

Body and appearance

Body and appearance options
OptionWhat it does
Ragdoll SizeResize the assembled character. Test the resized body on the same ground and obstacles you intend to use in the level.
Flip RagdollMirror the assembled character and its part placement to face the opposite direction.
InteractiveAllow direct interaction with the character in the scene.
Group IndexSet the collision group index for the character parts. Matching negative indices suppress contacts; matching positive indices force contacts between those bodies.
Material Type / Texture ScaleChoose the material used on the body parts and the repeat scale of its texture.
Enable Ragdoll Skin / Ragdoll SkinEnable the authored character artwork and choose one of 15 skins across Everyday, Military, Historical, Folk Dress and Robots. See the skin catalogue above.
Joint Skin TypeChange how the visible connections between the parts are drawn.
Use Round PartsUse the rounded body-part option for the assembled character.
Enable Weapons / WeaponEnable equipment and select a weapon for the character.
Enable Shield / ShieldEnable and select shield equipment.
Enable Limb Separation With Force / Limb Separation ForceAllow limbs to detach when the configured force threshold is reached. Raise the threshold if ordinary motion separates the character.
Replace Body PartChoose a named part and replace it with a compatible object. Recheck its size, collision and joint anchor after replacement.

Pose and movement

Pose and movement options
OptionWhat it does
Enable Pose / Pose TypeChoose one of 14 initial poses, including Sitting, Table Sit, Karate Stance, Talking, March and Run variants, or configure a Custom pose.
Ragdoll RotationRotate the whole character in the editor.
Neck Angle / Head AngleSet the initial neck and head angles.
Near / Far Shoulder, Elbow and Hand AnglePose the two arm chains independently. Near and far identify the two sides of the character.
Near / Far Hip, Knee and Foot AnglePose the two leg chains independently before play begins.
Enable Ragdoll MovementEnable the movement system for this character.
Movement ModeChoose Stand, Balance or Walk. Start with a stationary character before tuning walking on a complex course.
Walk SpeedTune the walking speed used by the movement setup.
Control Walking With Controls / Walking ControlsChoose whether play controls drive walking and select the input source. The setup offers primary or secondary joystick axes and left/right buttons.
Enable Walking In Both DirectionsEnable control of travel in both directions rather than a single facing direction.
Enable Hand Movement / Hand Movement SpeedEnable arm movement in Walk mode and tune its speed.
Control Hands With Controls / Near/Both Hand ControlsWith movement enabled, drive the arms from the selected player input in Stand, Balance or Walk. This controls both hands together until separate hand control is enabled.
Control Left/Right Hand Separately / Far Hand ControlsGive the far hand a separate input source instead of controlling both hands together.
Balance Recovery SpeedTune how quickly Balance mode responds to a loss of balance. This control is enabled for the Balance movement mode.
Head Stiffness / Neck StiffnessTune how firmly the movement setup holds the head and neck.
Movement chips / Debug Ragdoll / Debug Ragdoll ChipsInspect the movement setup and diagnostic information when testing how the character behaves.

Creator guide

Try it in a level

Start with a small scene so each setting has a visible result.

  1. Place a ragdoll above a simple flat platform, leaving room for all parts to settle.
  2. Choose size, skin and material, then set the initial pose. Use Edit Part for individual body-part work.
  3. Enable movement and test Stand or Balance first. Switch to Walk and choose the required play controls.
  4. Add slopes, hazards or custom body parts one at a time, testing after each change. Save and reload the completed setup.

Creator guide

If the result looks wrong

Use the symptom to find the next setting to check.

The character catches on the ground

Check foot size, ground collision and custom-part joint placement. Try the same setup on a flat surface before adjusting movement.

A limb separates too easily

Check the limb-separation switch and threshold, then inspect collisions between the character parts.

A movement setting is disabled

Some controls depend on the selected movement mode. Enable movement and select the mode that uses that control.

Creator guide

Ride a bicycle or scooter

Disable ragdoll movement, choose Attach To Vehicle and select a supported bicycle or scooter. When the sizes do not fit, choose which object to resize. You can change the skin while the rider is attached.