How can I use Animate Physics in a project?

I’ve been trying to figure out what the Animate Physics check box does on the Animator controller, and I’ve had absolutely no luck. I do know that it uses kinematic rigidbodies to affect other objects, but I don’t understand how.

As an example, I was under the impression that I could use Animate Physics to carry a player on a moving platform, but it doesn’t seem to work properly. The player just keeps falling off.

Could someone enlighten me as to how the Animate Physics setting truly works and what it can be used for?

On each element of animated object you need attached a collider and a rigidbody.
Rigid bodies should be set as kinematic.
NB: the animate physics option only works for 3D physics (help, vote! http://feedback.unity3d.com/suggestions/animate-physics-2d).

The rigidbodies animated this way properly apply forces and friction on external objects.
Without it the colliders just change the position. It may seem OK at first look because other rigidbodies get pushed out by the physics engine, but the result is incorrect.

Hello
Animate physics only changes when the animator updates. If not set, animator updates after Update and before LateUpdate. If set, animator updates with FixedUpdate. It is not a magic button that turns a character into this.

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