Death mechanic revisited
The initial death mechanic used a Softbody variant of the player that gets instantiated when the player died. This Softbody variant was just using some colliders for different bodyparts and Rigidbodies and configurable joints. The problem is however, since this prefab that gets instantiated is always the same, the death animation is always the same. For this reason I thought about adding the components on runtime when the player dies. This way the Rigidbodies and Configurable joints get attached live in the moment and the death animation is always dependant on the situation and the surface the player hits.
Initially this ofcourse started with some bugs. The Configurable joints need limited motion and I needed to add force to the Rigidbodies. For convenience I randomized the force and it’s direction.
















