Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $30. The latest store price is $30, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $30 | Latest store price | |
| $30 | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Physically Accurate Ragdolls
- Tools, Systems & Learning > Development Tools & Automation
Standard Unity ragdolls give you rigidbodies, colliders, and joints, but they do not decide how a death impact should be distributed. Most games end up applying one force to the root or whole body, so every hit feels similar. A shoulder shot, leg shot, headshot, shotgun blast, and explosion often look like the same body shove with some random limb motion.
This asset adds a higher level force solver on top of Unity ragdolls. It reads the hit bone, hit point, direction, force, current pose, animation velocity, and root movement, then applies a more believable reaction. The connected body follows the main impact while the struck bone and nearby chain lead with local articulation. This creates clearer shoulder twists, head reactions, leg kicks, arm hits, shotgun impacts, and explosion reactions.
Characters can also inherit animation and movement momentum. A running enemy can continue forward into death unless the shot has enough force to redirect them. A jumping character can carry its arc into ragdoll. The result is more physical variety without needing hand authored death animations for every scenario.
The system includes realistic and cinematic tuning through ForceProfile assets, special ImpactScenarioProfile modifiers, animation to ragdoll pose sync, momentum retention controls, per bone callbacks, micro force options, anti jitter settling, local sleep stabilization, shotgun buffering, radial explosions, editor setup tools, debug panels, and a full demo scene with standard Unity ragdoll comparison.
Feature Highlights
Bone based impact reactions
Hit point and direction aware force solving
Connected body follow with local hit articulation
Animation to ragdoll pose synchronization
Root and bone momentum inheritance
Momentum Retention control
Realistic, Cinematic, Tactical, Arcade, Heavy Armor, Light Body, and Over The Top profiles
Headshot, Leg Sweep, Shoulder Hit, Explosion, and Shotgun Blast scenarios
Automatic head and limb scenario biasing
Shotgun and burst fire multi hit buffering
Explosion force with radius, falloff, upward bias, and optional line of sight
Death micro forces with per region tuning
Per bone force weight overrides
Per bone hit callbacks for gameplay, VFX, audio, and damage logic
Anti jitter sleep stabilization
Progressive drag settling
Optional freeze on settle
Cinematic impact time scale component
Raycast and sphere cast helper APIs
Character setup wizard
Validation report for ragdoll setup problems
Hit test editor tool
Force profile editor with presets
Impact scenario editor with presets
Momentum debug panel