Ragdoll Hit — Github
if (ragdollDuration > 0) Invoke(nameof(DisableRagdoll), ragdollDuration); }
foreach (Collider col in ragdollColliders) col.enabled = true; ragdoll hit github
public void EnableRagdoll(Vector3 hitDirection = default, float force = 10f) { if (isRagdoll) return; isRagdoll = true; animator.enabled = false; if (ragdollDuration >
foreach (Rigidbody rb in ragdollRigidbodies) { rb.isKinematic = false; if (hitDirection != Vector3.zero) rb.AddForce(hitDirection * force, ForceMode.Impulse); } public void EnableRagdoll(Vector3 hitDirection = default
void Awake() { animator = GetComponent<Animator>(); ragdollRigidbodies = GetComponentsInChildren<Rigidbody>(); ragdollColliders = GetComponentsInChildren<Collider>(); if (!startAsRagdoll) DisableRagdoll(); else EnableRagdoll(); }
void OnCollisionEnter(Collision collision) { if (collision.relativeVelocity.magnitude > hitForce) { ragdollActivator.SetRagdollActive(true); // Apply force to hit rigidbody Rigidbody hitRB = collision.contacts[0].thisCollider.GetComponent<Rigidbody>(); if (hitRB != null) { hitRB.AddForce(collision.relativeVelocity * hitForce, ForceMode.Impulse); } } } } – Complete manager with force application using UnityEngine; public class RagdollHit : MonoBehaviour { [Header("Ragdoll Settings")] public bool startAsRagdoll = false; public float ragdollDuration = 3f;

