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Question by simeybrown2006 · Jun 21, 2020 at 10:19 PM · scripting problemscripting beginner

Script doesn't perform the way I want.

Hello. I'm trying to make a script where a cube "explodes" (Spawns a bunch of smaller cubes and spreads out) when a Player cube collides with it, but it just doesn't work for some reason. Instead, it just collides like a normal block. Here is the script: using System.Collections; using System.Collections.Generic; using UnityEngine; public class ExplodeCube : MonoBehaviour { public float cubeSize = 0.2f; public int cubesInRow = 5; float cubesPivotDistance; Vector3 cubesPivot; public float explosionForce = 50f; public float explosionRadius = 4f; public float explosionUpward = 0.4f; // Use this for initialization void Start() { //calculate pivot distance cubesPivotDistance = cubeSize * cubesInRow / 2; //use this value to create pivot vector) cubesPivot = new Vector3(cubesPivotDistance, cubesPivotDistance, cubesPivotDistance); } // Update is called once per frame void Update() { } private void OnTriggerEnter(Collider other) { if (other.gameObject.name == "ExplodeCube") { explode(); } } public void explode() { //make object disappear gameObject.SetActive(false); //loop 3 times to create 5x5x5 pieces in x,y,z coordinates for (int x = 0; x < cubesInRow; x++) { for (int y = 0; y < cubesInRow; y++) { for (int z = 0; z < cubesInRow; z++) { createPiece(x, y, z); } } } //get explosion position Vector3 explosionPos = transform.position; //get colliders in that position and radius Collider[] colliders = Physics.OverlapSphere(explosionPos, explosionRadius); //add explosion force to all colliders in that overlap sphere foreach (Collider hit in colliders) { //get rigidbody from collider object Rigidbody rb = hit.GetComponent<Rigidbody>(); if (rb != null) { //add explosion force to this body with given parameters rb.AddExplosionForce(explosionForce, transform.position, explosionRadius, explosionUpward); } } } void createPiece(int x, int y, int z) { //create piece GameObject piece; piece = GameObject.CreatePrimitive(PrimitiveType.Cube); //set piece position and scale piece.transform.position = transform.position + new Vector3(cubeSize * x, cubeSize * y, cubeSize * z) - cubesPivot; piece.transform.localScale = new Vector3(cubeSize, cubeSize, cubeSize); //add rigidbody and set mass piece.AddComponent<Rigidbody>(); piece.GetComponent<Rigidbody>().mass = cubeSize; } }

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Answer by simeybrown2006 · Jun 21, 2020 at 10:21 PM

Sorry the code formatting is like this, I have no idea why.

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