Jiggle Physics is a relativistic squash-and-stretch solution for characters in Unity. It's designed to add extra motion to existing characters and objects, and is not meant to directly affect rigidbodies. The softbody portion of JigglePhysics requires knowledge of Shader Graph or Amplify Shader Editor to use properly. The system is fully relativistic, allowing characters to ride vehicles and elevators without bones sagging behind permanently. It supports animated characters and objects, and uses animated bones as a reference pose. The jiggle bone simulation runs on FixedUpdate and is extrapolated in LateUpdate, making it stable and smooth on display.
This package includes a ScriptableObject-based configuration system, allowing you to easily create and share presets across many prefabs and projects. You can configure shared settings simultaneously, both in and out of the editor, and create configurable blends to change proportions of a character and the jiggle settings with it.
JigglePhysics supports per-bone squash and stretch, as well as per-vertex squash and stretch, and works seamlessly on physics objects without jitter. It also supports animated skeletons, real-time rig scaling, and recursive blends for complex character slider configurations.
Features:
- Supports per-bone squash and stretch, as well as per-vertex squash and stretch
- Realistically relativistic, with elevators, trains, and vehicles not leaving jigglebones permanently trailing behind
- Works seamlessly on physics objects without jitter, with no configuration
- Supports animated skeletons, using them as a target reference pose
- Realtime rig scaling support, allowing you to freely change character proportions on the fly
- ScriptableObject-based configuration, sharing settings across projects and prefabs





