Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by 3dsnk · May 26, 2016 at 04:33 AM · explosion

Problem with AddExplosiveForce

Hey all, I have a question regarding AddExplosiveForce. Below are the details of the project:

I have a car, with four wheel colliders, and a box collider for the car body. In the scene is a box mesh with a box collider. I also have a prefab made up of 9 additional box fragment meshes that make up the main box. All have a rigidbody and box collider component.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[System.Serializable]
public class DestroyScript : MonoBehaviour
{
public float boomSize;
public float boomRad;
public GameObject remains;

 void OnCollisionEnter (Collision col)
 {
    if (col.gameObject.name == "SM_Car_PosZ")
     {
         destroyObject();
     }
 }

 void destroyObject()
 {
     Vector3 boomPos = remains.transform.position;

     Destroy(gameObject);
     Instantiate(remains, transform.position, transform.rotation);
     remains.GetComponent<Rigidbody>().AddExplosionForce(boomSize, boomPos, boomRad);
     
 }

}

I applied the above script to the main box. So when I drive my car into the main box, it is destroyed as expected and the prefab, consisting of the 9 box fragments, are instantiated in its place properly. However, they sort of just fall apart, vs being blown apart. I tried values between 0.5 to 100 for both boomSize and boomRad but there's no visible difference.

Does anyone know why the force being applied is not changing, or not explosive?

Additionally, the SM_Car_PosZ is the name of the car. The prefab I called PF_BoxFragments was input into the public remains variable.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

56 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Best way to calculate damage of explosions 1 Answer

A little bit of help needed :) 1 Answer

How to take enemy damage by explosion? 1 Answer

Particle Collision causes Explosion?,Explosion on particle contact? 0 Answers

CREATE Car collision Explosion unity 2d ? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges