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Question by LeftyTwoGuns · Sep 17, 2014 at 10:22 PM · colliderragdolliskinematic

Ragdoll won't respond to graivty when isKinematic set to false

I have an NPC with limb colliders set up with Unity's ragdoll wizard, all the colliders set to isKinematic. The NPC is also using a Mecanim Animator and has a health script, where when its health reaches zero all the colliders are set to isKinematic = false and the Animator is disabled. Here's the death script:

         private Component[] boneRig;
         private Animator selfAnim;
 
 void Start(){
 
         boneRig = gameObject.GetComponentsInChildren<Rigidbody>();
         selfAnim = gameObject.GetComponent<Animator>();
   }
 
 public override void Die(){
 
         Debug.Log("Dead!!!");
 
         foreach(Rigidbody ragdoll in boneRig){
 
             ragdoll.isKinematic = false;
 
         }
 
         selfAnim.enabled = false;
   }

In the Inspector, the Animator is properly disabled on death and all of the ragdoll colliders have isKinematic to false. But NPC will just go from its idle animation to the default pose it starts with. It doesn't collapse and only the arms seems to move a little if I have my FPS character (capsule collider) run into it. What could be an issue causing the ragdoll to not behave properly? Does using an Animator change it any? Because the same set up was working fine for NPCs I had using an Animation component instead of an Animator.

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avatar image LeftyTwoGuns · Sep 18, 2014 at 01:00 AM 0
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Never$$anonymous$$d, it was an issue with an asset. Got it working now

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