Ragdoll Hit — Github
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;
SetRagdollActive(false); }
public void DisableRagdoll() { if (!isRagdoll) return; isRagdoll = false; animator.enabled = true; foreach (Rigidbody rb in ragdollRigidbodies) rb.isKinematic = true; ragdoll hit github
private Animator animator; private Rigidbody[] ragdollRigidbodies; private Collider[] ragdollColliders; private bool isRagdoll = false;
public void EnableRagdoll(Vector3 hitDirection = default, float force = 10f) { if (isRagdoll) return; isRagdoll = true; animator.enabled = false; void OnCollisionEnter(Collision collision) { if (collision
foreach (Collider col in colliders) { col.enabled = active; } } } – Detects hits and triggers ragdoll using UnityEngine; public class HitDetector : MonoBehaviour { public float hitForce = 10f; public RagdollActivator ragdollActivator;
foreach (Collider col in ragdollColliders) col.enabled = true; hitForce) { ragdollActivator.SetRagdollActive(true)
void Awake() { animator = GetComponent<Animator>(); ragdollRigidbodies = GetComponentsInChildren<Rigidbody>(); ragdollColliders = GetComponentsInChildren<Collider>(); if (!startAsRagdoll) DisableRagdoll(); else EnableRagdoll(); }