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Question by andhodgrew · Oct 07, 2012 at 06:06 PM · physicsgravityoverlapsphere

Local Gravity (Black Hole)

Hi All,

Wonder if someone can have a look at my script and tell me if they can see a problem. I want to create a black hole effect around a sprite. The player has a rigidbody and mesh collider attached and the black hole has a sphere collider (trigger) attached and then this script.

 #pragma strict
    
 var radius = 5.0;
 
 var power = -10.0;
 
 function Update () {
 
     // 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);
 
     }
 
 }
 

Thanks in advance for any pointers.

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Answer by ausiemick · Oct 07, 2012 at 08:56 PM

you need to add direction at first glance.. This could be done through like this (this is sudo as I don't actually know how to script in javascropt (i used C#)

 if(hit.rigidbody)
 {
    vector3 expDirection = hit.rigidbody.loc - explosionPos;
    expDirection = expDirection.normalized;
    hit.rigidbody.addForce(forceAmnt * (1/radius)*(1/radius) * time *expDirection)
 }

When in doubt, don't use inbuilt code, cus you will use it wrong.. I'de recomend looking up the paramaters of real gravity.. What ive done is very crude and not physically accurate.. but it would get the job done atleast..

so yeah, maybe don't use inbuilt code of the engine, make your own, that way you have full control.. But to do that you will probably have to learn C# as I don't know how well you will get along using javascript

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