How To Guide: Dynamic Bones
Updated a month agoHow to setup Dynamic Bones
(Generalized setup)
Take a look at your avatar, and find whatever bone you want to give dynamic physics to in the rig.
In my case it's a tail.

You need to select the root of that object, then add the dynamic bones
component onto it.

I gave mine a quick setup. The only required setting is to disable multithread. Here at the bottom of the script

But how do I make sure it looks right??
Well, the script is quite large. Which may be a little dis-heartening to anyone new to dynamic bones (Or unity in general). Now, the way this has been countered, is by allowing you to enter play mode and preview how it will look in-game!
I will do a quick run down of the important sections of the script here:

These simply control how often to refresh the physics simulation (Higher number will cost more performance but have less artefacting)

All of these are physics settings. The value is linear when no curve is applied, but a maximum when a curve is applied. The curve controls how much to change the value depending on each bone or point in the chain.![][image5]
This simply adds another point onto the end of the chain

These settings are just additional constant forces.

Controls blend of dynamic bones physics simulation

Additional colliders, and exclude colliders list

Freezes all motion in one axis

Disables the physics sim after the reference object reaches a certain distance from the start of the physics chain.