Hi Mitch, thanks for the response.
"Scale of negative 1 is not common at all for flipping physics based characters because it destroys most physics simulations in one way or another."
I was reading the documentation and maybe the proper way to do the direction flip is doing FlipX, I'll try that.
"However, if you dont adjust the scale after calling the Ragdoll() function it should adapt correctly to whatever scale it was set to."
It doesnt, it just breaks if the scale is set to anything but 1. Try the ragdoll example, change the scale of one of them, press play and test the ragdoll, it gets crazy.
Im using scaling for several reasons. One is to have the main character at higher resolution because I do close ups sometimes, and I dont want him to look jaggy. The other is to have several enemies of the same type where I have bigger and smaller ones, with the bigger ones being tougher.
Let me know if there's a workaround for that - otherwise I might just do several duplicated skeletons at different sizes.
Thanks.