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There is an inverse kinematic method for blending animation with physics, it basicly tries to keep the same position and rotation of bone structure of another animated object with the ragdoll, after physics applied to the ragdoll it updates the bones in the late update. Link is here: Active Ragdoll But I found another way around for this problem its not ...


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This is a conceptual problem, Animations are file assets in the project while GameObject is a reference to something in your active Scene(s). you cannot drag a Scene GameObject in an AnimationEvent but only prefabs. you can have a workaround: by passing a string and doing the lookup ? don't forget some defensive null checks. Having that animation directly ...


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