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Jiggle Physics

Jiggle Physics allows you to add dynamic movement to parts of your avatar, such as hair, clothing, or accessories, enhancing realism and immersion.

How To Add Jiggle Physics

For each jiggle root:

  • Add a new Jiggle Rig component either to a new GameObject, or any existing one as long it's under the hierarchy of your Avatar root.

Inspector Window adding Jiggle Root component

  • Assign the bone in the avatar armature that you want to make jiggle to the Root Transform in the inspector. For example, this can include things like your avatar's hair, clothing, accessories or body parts. Keep in mind that for things with a left and right side (such as left and right breasts), you'll want to add a separate Jiggle Rig for each one (otherwise only one side will jiggle!).

Tip: To keep your Jiggle Rigs organised, you can nest them under a newly created parent GameObject for example.

  • You can adjust the settings and test in playmode (e.g., either by just dragging the avatar around or using the Basis Avatar component's Test in Editor option) until you're satisfied. You can also place your mouse cursor over each setting option to see a description of what it does. To view all settings, you can click on Advanced.

Inspector Window showing organised jiggles

Optionally, if you have a parent bone with multiple chains of child bones inside it and you wish to apply the same effect to them, you can enable Motionless Root so that it only affects the child bones and not the root itself.

  • Below you can see an example with Jiggle Rigs applied to the hair, clothing and chest.

Window showing avatar using Jiggle Rig in playmode

Collision Interaction

If you want collisions by objects to drive the jiggles:

  • Activate Advanced to view all settings.

  • Enable Collision and adjust Collision Radius to fit the object.

  • Add a GameObject which you want to use for triggering collisions. Assign to it the component Jiggle Collider Example.

Make sure whatever GameObject your using has a sphere collider!

  • In the Jiggle Collider Transform field, assign your colliding GameObject and select Sphere as the Collider Type. Note that currently only sphere colliders are supported, but the creator of the jiggle system, Naelstrof, is likely to add more in the future.

Inspector Window showing sphere with Jiggle Collider

  • Below is an example of a sphere object with the component BasisPickupInteractable colliding with an avatar's hair.

Inspector Window showing organised jiggles