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Question by diblet · Jun 14, 2013 at 11:42 AM · 2dexplosionaddexplosionforce

2D Physics Thrower Side Scroller - Explosion Physics?

Hi,

Can I use add explosion force but constrain it to two axis for the purposes of 2D explosion physics. Or is there a better way for achieving this? What I want is to affect rigidbodies near a gameobject by applying relative force based on distance from explosion centre, and the power of the explosion. Do I put this on the projectile or instantiate a seperate explosion gameobject?

var radius = 5.0; var power = 10.0; function Start () { // Applies an explosion force to all nearby rigidbodies var explosionPos : Vector3 = transform.position; var colliders : Collider[] = Physics.OverlapSphere (explosionPos, radius);

     for (var hit : Collider in colliders) {
         if (!hit)
             continue;
         
         if (hit.rigidbody)
             hit.rigidbody.AddExplosionForce(power, explosionPos, radius, 3.0);
     }
 }
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avatar image AndreasX12 · Sep 25, 2013 at 04:38 PM 0
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Bump. I'm looking for the exact same thing :-)

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Answer by thiagobardez · Feb 27, 2014 at 07:58 PM

try this:

 public static void AddExplosionForce(Rigidbody2D body, float explosionForce,
 Vector3 explosionPosition, float explosionRadius)   
 {
   var dir = (body.transform.position - explosionPosition);
   float wearoff = 1 - (dir.magnitude / explosionRadius);
   body.AddForce(dir.normalized * explosionForce * wearoff);
 }
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avatar image BigRoy · Feb 27, 2014 at 09:15 PM 0
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Looking at this code it seems if is is outside of the explosionRadius it will get attracted to the point of explosion ins$$anonymous$$d of ignored, because wearoff will go below zero.

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