Unity Asset · 2D Physics

Active Ragdoll 2D — Stick Figure

No animation clips. No transform hacks. Just physics.

Bring the wobbly, cartoony charm of active-ragdoll games to your 2D project. The stick figure is a real ragdoll at all times — eleven rigidbodies driven by muscle-like joint motors, steered through the pelvis — so control stays crisp no matter how floppy you dial the body.

  • Unity 6
  • URP 2D Renderer
  • New Input System
  • Zero image assets
  • Documented C#
A black stick figure wearing a knight helmet with a red plume and holding a blue shield grips a sword stuck in a stone, in front of a grey castle wall and green hills.
Demo scene 03 — the sword in the stone. Every pixel is drawn from code.
Features

Everything a stick fight needs

Physics-only locomotion

Procedural walk cycle, jumps and air control. Two balance modes: an easy hover hip, or true self-balancing that can fall and get back up.

Floppiness dial

From stiff and controlled to rubber puppet with a single slider — stiffness, strength and damping of all muscles at once.

Impact reactions & knockout

Only the struck region gives way. Hit hard enough and every muscle cuts out — a double-tap on jump wakes the figure again.

Items & inventory

Pick up with either hand, throw with spin, carry a ring of weapons on the back, wear headgear. Custom items are one component away.

Physical melee

Real arc swings and tip-first thrusts, a two-handed greatsword and an axe, bare-fisted punches — plus blocking with shields and blades.

Ranged weapons

Bow and arrows, a full-auto rifle whose recoil really throws the aim off, and a rocket launcher with knockout blasts.

Grab & climb

Grab objects, walls or other figures. Alternate left and right grips to climb ropes, walls.

Health & hit feedback

Modular health system with body-part multipliers, health bars, hit sparks, camera shake, hit flash and splatter in the figure's own colour.

9 code-built environments

Day, sunset, night, forest, city, desert, winter, castle and sci-fi — with parallax, props, lighting and a comic outline. Zero image assets.

Enemy AI template

A pursuing enemy stickman shows how to drive a figure from code — the starting point for your own brains.

One-click generator

GameObject → 2D Active Ragdoll → Stick Figure. Pick size, colour, muscle strength and balance mode, press Create, press Play.

Demo scenes

Ten scenes, one topic each

Every scene explains itself with an on-screen help panel. Open one and press Play.

  • 00Getting Started — minimal setup, ready to copy
  • 01Locomotion — run, jump, tune floppiness live
  • 02Knockout — a ram teaches the K.O. threshold
  • 03Sword — sword in the stone, weapon rack, melee
  • 04Bow — desert archery
  • 05Helmet & Turret — a turret shoots your helmet off
  • 06Enemy — pursuing AI stickman
  • 07Rifle — full-auto rifle and rocket launcher
  • 08Sandbox — everything in one playground

Requirements

  • Unity 6 (6000.x)
  • Universal Render Pipeline with the 2D Renderer
  • Input System package

The Built-in Render Pipeline is not supported.

Documentation

A PDF reference plus step-by-step guides, available in the editor under Tools → Active Ragdoll 2D:

  • Getting started — your first figure
  • Build a custom item
  • Write your own enemy AI
  • Dress up a scene
A word on how it was made

Built with AI, tuned by hand

Large parts of the code and documentation were written with AI assistance — guided by years of being an active-ragdoll fan. Every tuning decision, from muscle feel to knockout thresholds, reflects that hands-on experience.

And because the result is plain, well-documented C# with zero binary assets, AI coding assistants can read and extend the entire package: point yours at the included guides and let it build new weapons, headgear or enemy brains for you.

Support & contact

Stuck, found a bug, or built something fun?

Questions about setup and bug reports are welcome. Please mention your Unity version and, if possible, the demo scene where the issue shows up.