Like what the title says when character reach hitpoints zero
death feature is triggered.
Death can be fired by starting ragdoll or by starting death
animation by assigned state names ( chosen randomly from
the list )
Also, death can start animated and call start ragdoll at a
point in death animation.
If ragdoll is set up on character check 'Ragdoll Death' (
'PlayerControl' or 'PlayerControlTopDown' scripts ) checkbox
to start ragdoll upon death.
If ragdoll is not present, create death animator states and
assign state names to 'Death Animations' array.
To setup ragdoll while playing death animation:
Assign death animator state names to 'Death Animations' list and uncheck
'Ragdoll Death' checkbox.
In death animation clip import settings add 'StartRagdollEvent' event at a point in time as you find appropriate.
If no parameters are assigned, ragdoll will start without
additional forces involved.
To add additional force applied on bodypart, in int parameter set index of bodypart to hit ( to look at index of body part look in 'BodyColliderScripts' which is
placed on every ragdoll bone ). In float parameter set radoll lifetime and in string parameter set force velocity in form of
(value.x;value.y;value.z = '0.1;1.6;2.1' = 'xValue semicolon yValue semicolon zValue )).
The system will then start ragdoll applying force at body part
set by index.