I am working on a game that have some characters that become ragdolls and after some time, they come back to be controled by animations, the only way I found to do this is setting isKinematic to true in the rigidbodies, which improved the performance compared to leaving isKinematic on false, but even with the isKinematic set to true the performance wasn't even close to when I removed completely the rigidbodies.
What can I do to make the rigidbody be completely ignored by the engine while the character is being controled by the animations?
Should I create the Rigidbodies and the Joints components when I want to activate the ragdoll then remove them when they come back to animations?
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