I'm using death animation for my enemies but the problem is that when enemy dies he crosses the walls/world. I want enemy/animation to be pushed back into world when he dies (animation is playing). Currently all my enemies (contains skeleton, gun mesh & enemy mesh) are rigid-bodies (kinematic) with character controller and all walls have mesh collider attached to them. I have turned on animatePhysics for enemies but there is no effect. HELP? What am I doing wrong?
Look at any triple A quality game, and most of them accept that it is impossible to keep all the bodies out of all the geometry. Why? It is expensive to calculate. If your game is looking ugly because of this, try to precache the space needed for the dying animation, and use the data to move the player away from geometry if needed. Be warned stuff like this will often cause new glitches in funny situations like corners, causing more pain than fun.