private Animator animator; private Rigidbody[] ragdollRigidbodies; private Collider[] ragdollColliders; private bool isRagdoll = false;
foreach (Collider col in ragdollColliders) col.enabled = true;
void Start() { animator = GetComponent<Animator>(); rigidbodies = GetComponentsInChildren<Rigidbody>(); colliders = GetComponentsInChildren<Collider>();
foreach (Rigidbody rb in ragdollRigidbodies) { rb.isKinematic = false; if (hitDirection != Vector3.zero) rb.AddForce(hitDirection * force, ForceMode.Impulse); }