IEnumerator ShowFallAnim(float delayFall) { // enable rigidbody gravity _characterRigidbody.useGravity = true; _characterRigidbody.freezeRotation = false; _character.GetComponent <Collider>().enabled = false; _charAnim.EnableRagdoll(); yield return(0); // add impulse for fun drop _charAnim.HitRagdoll(lastHit, dieImpulsePower); _charAnim.PauseCharAnim(); }