Ragdoll not working

i use code extends CharacterBody3D

const SPEED = 5.0
const JUMP_VELOCITY = 4.5
@onready var skeleton_3d: Skeleton3D = $Armature/Skeleton3D

func _physics_process(delta: float) → void:
# Add the gravity.aa
if not is_on_floor():
velocity += get_gravity() * delta

# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
	velocity.y = JUMP_VELOCITY


if Input.is_action_just_pressed("ragdoll"):
	skeleton_3d.physical_bones_start_simulation()








# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
	velocity.x = direction.x * SPEED
	velocity.z = direction.z * SPEED
else:
	velocity.x = move_toward(velocity.x, 0, SPEED)
	velocity.z = move_toward(velocity.z, 0, SPEED)

move_and_slide()

and i setup the collisions, layers and masks and the player not simulation, why?

you need a physical_bones BoneModifier for ragdoll.
also it’s broken with mixamo animations because of scale or something. I haven’t been able to solve it yet.

Still not working. I’ve followed your suggestions and applied all transforms correctly, but the ragdoll physics still don’t activate. Is there a working example or test project I can compare with?

i need help