The main entry point into this system is the FlexiMotion component where the simulation parameters are defined.

Field Description
Update Mode Determines when the simulation is updated:
  • Normal runs in LateUpdate
  • Animate Physics runs in FixedUpdate
  • Unscaled Time runs in LateUpdate and ignores Time.timeScale

These updates are executed by scripts which inherit from JobScheduller.

Updates Per Second Determines how many times per second the simulation will be updated. The default value is 0, which will give one update each time the UpdateMode triggers an update. Otherwise, it will keep its own timer to ignore updates or update multiple times in a row as necessary (up to the FlexiMotionRuntime.MaximumUpdatesPerFrame).
Action On Disable Determines what happens when the FlexiMotion component is disabled or its GameObject becomes inactive (i.e. in OnDisable):
  • Pause while disabled (this is the default)
  • Recenter to ignore movement while disabled
  • Reset to starting values
  • Dispose to free up allocated memory

The default Pause mode is the most efficient because all it does is stop updating the simulation. This means that if anything moves while it's paused, the next time it updates after unpausing will see that as a very fast movement in a single frame which gives the simulated objects a large amount of velocity, causing it to violently flick to the side. This can be avoided by using any of the other modes instead.

Springs This is where the main details of the simulation are defined: which objects to simulate and their drag, stiffness, and collision radius. The Edit button opens the FlexiMotion Window where you can configure all the details much more effectively than in the Inspector.

FlexiMotion Window

The FlexiMotion Window shows the character's hierarchy and the spring data associated with each object.

# Name Description
1 Search Filter the hierarchy by object name.
2 Transform The character's Transform hierarchy.
3 Included This column determines which objects are actually included in the simulation. When enabled for an object, its other fields will be shown (Stiffness, Drag, and Radius).
4 Stiffness Determines how strongly the object tries to return to its starting rotation.
5 Drag Determines how much the object's velocity is reduced every frame. Values range from 0 to 1.
6 Radius The size of the object's Collision sphere.
7 Foldouts The foldout arrows work like the regular Hierarchy window. If you hold Alt while clicking one, it will recursively expand/collapse its children as well.
8 Target The FlexiMotion component being edited by the window.
9 Revert Undo any changes made in the window.
10 Apply Save any changes made in the window to the Target component.
11 Auto Apply Immediately Apply any changes as soon as they are made. This is particularly useful in Play Mode if you want to see the effects of each change as you make them. This option will automatically be disabled when leaving Play Mode so you can choose whether to Apply or Revert the changes when back in Edit Mode.


The window allows you to select and edit multiple rows at the same time:

  • Selecting a row then Shift + Clicking another row will select all rows between them.
  • Ctrl + Clicking a row will toggle it between selected and deselected.

Scene GUI

The window shows gizmos in the scene for each simulated object. Their colors are determined by their highest included parent so that a chain of objects will each share the same color.

If you mouse over one of the gizmos, you can press F to frame it. Or you can press Esc to zoom back out to view the whole character.