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Question by t0ky00 · Jan 19, 2019 at 10:18 PM · physicsrigidbodyraycastexplosion

AddExplosionForce not affecting every rigidbody

 public float radius = 5.0F, power = 10.0F;
 
 void Update()
 {
     Cursor.visible = false;
     Cursor.lockState = CursorLockMode.Locked;
     if (Input.GetMouseButtonDown(0))
     {
         Shoot();
     }
 }
 
 void Shoot()
 {
     Vector3 fwd = muzzle.TransformDirection(Vector3.forward);
     RaycastHit hit;
     if (Physics.Raycast(muzzle.position, fwd, out hit, Mathf.Infinity))
     {
         Vector3 explosionPos = hit.point;
         Collider[] colliders = Physics.OverlapSphere(explosionPos, radius);
         foreach (Collider c in colliders)
         {
             Rigidbody r = c.GetComponent<Rigidbody>();
             if(r != null)
                 r.AddExplosionForce(power, explosionPos, radius);
 
             if (c.gameObject.tag == "Body" || c.gameObject.tag == "Head")
             {
                 LimbDamage _ld = c.transform.gameObject.GetComponent<LimbDamage>();
                 if (!_ld._eh.dead)
                 {
                     _ld.KillByRailgun();
                 }
             }
         }
     }
 }


When ever i click the mouse button it affects a certain amount of objects for a short amount of time and then it stops completely. Everything is set up , the raycast works , the colliders are there , the tags are there , this should work...

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avatar image xxmariofer · Jan 19, 2019 at 11:02 PM 0
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make sure the rigidbodys are so heavy that they cant be moved and make sure they are in the radious, use a debug.log inside the foreach and print c name and make sure all the bodys that should be affected are in there.

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Answer by t0ky00 · Jan 19, 2019 at 11:01 PM

Well i found a fix , this specific line caused the issue for some reason

 if (c.gameObject.tag == "Body" || c.gameObject.tag == "Head")
             {
                 LimbDamage _ld = c.transform.gameObject.GetComponent<LimbDamage>();
                 if (!_ld._eh.dead)
                 {
                     _ld.KillByRailgun();
                 }
             }

Basically i just changed it to -

 if (Physics.Raycast(muzzle.position, fwd, out hit, Mathf.Infinity))
 {
     Collider[] colliders = Physics.OverlapSphere(hit.point, radius);
     foreach (Collider c in colliders)
     {
         Rigidbody r = c.GetComponent<Rigidbody>();
         if (r != null)
         {
             print(r.gameObject.name);
             r.AddExplosionForce(power, hit.point, radius, 3f);
             LimbDamage _ld = c.transform.gameObject.GetComponent<LimbDamage>();
             if (_ld != null)
             {
                 _ld.KillByRailgun();
             }
         }
     }
 }

No idea why the one above didn't work...

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