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Question by icraftc4 · Sep 30, 2020 at 06:15 PM · animationanimator controllerragdollrespawnrespawning

Ragdoll death respawn help

I need help, I have an fps controller (its full body so same 3d person and 1st person animations) and have it set up to fall as a ragdoll when it dies, which works great it disables the animator then it waits 5 seconds, then respawns the player. The only problem is when it respawns sometimes the head is warped or the neck is warped and I literally have no idea what's wrong with it, heres my code, and a picture example of the bug.

 public void die()
     {
         var gunPos = inv.weaponsHeld[inv.slot].transform.position;
         GetComponent<Animator>().enabled = false;
         setRigidbodyState(false);
         setColliderState(true);
 
         dead = true;
 
         if (gameObject != null)
         {
             StartCoroutine(respawn(5f, gunPos));
         }
         
     }
     IEnumerator respawn(float spawnDelay, Vector3 weaponPos)
     {
         inv.weaponsHeld[inv.slot].transform.position = weaponPos;
         
         anim.SetBool("isCrouching", false);
         anim.SetBool("isProning", false);
         anim.SetBool("isReloading", false);
         anim.SetBool("isAiming", false);
         anim.SetBool("isRunning", false);
         anim.SetBool("isWalking", false);
 
         
 
         yield return new WaitForSeconds(spawnDelay);
         dead = false;
         setRigidbodyState(true);
         setColliderState(false);
         transform.position = new Vector3(Random.Range(15f, -15f), 5, Random.Range(15f, -15f));
         GetComponent<Animator>().enabled = true;
         
     }
 
     void setRigidbodyState(bool state)
     {
 
         Rigidbody[] rigidbodies = GetComponentsInChildren<Rigidbody>();
 
         foreach (Rigidbody rigidbody in rigidbodies)
         {
             rigidbody.isKinematic = state;
         }
 
         GetComponent<Rigidbody>().isKinematic = !state;
 
     }
 
 
     void setColliderState(bool state)
     {
 
         Collider[] colliders = GetComponentsInChildren<Collider>();
 
         foreach (Collider collider in colliders)
         {
             collider.enabled = state;
         }
 
         GetComponent<Collider>().enabled = !state;
 
     }

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