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Question by Griffo · Oct 01, 2014 at 09:01 PM · rigidbodyraycastforce

Get hit direction from one gameObject hitting another

If I fire a gun (bullet) I use a ray cast (Ray.direction) to get the direction the ray was hitting the rigid body to add force.

 impactTarget = hit.rigidbody;
 impact = ray.direction * 12;

I then add force to the rigid body thats been hit with

 impactTarget.AddForce(impact,ForceMode.VelocityChange);

And all works well with the bullet because it's instant, if I use the Ray.direction for the RPG by the time it's reached the target the ray cast could be looking somewhere else.

But how if I shoot a RPG (gameObject with small box collider) and hit the same rigid body do I get the direction of the RPG hitting from.

 ImpactTarget = contact.gameObject.rigidbody;
 impact = contact.??

I'm using for the collision detection

 function OnCollisionEnter(collision : Collision){
 
     var contact = collision.contacts[0];

Thanks.

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Answer by tanoshimi · Oct 01, 2014 at 09:09 PM

The "direction" between any two objects is simply the difference between their transform positions.

 var Direction : Vector3 = contact.transform.position - transform.position;

You may then want to normalise this variable - it's unclear from your question exactly what you want it for.

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avatar image Griffo · Oct 02, 2014 at 05:26 AM 0
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Thanks for the input, I want it so I can use the impact direction to add force to the part of the rag dolls rigid body, arm, leg, head .. where the impact happens then

 impactTarget.AddForce(impact,Force$$anonymous$$ode.VelocityChange);

I say RPG in the above example, but anything thrown hitting the body part, brick, can, ect ..

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Answer by alap soni · Oct 02, 2014 at 06:43 AM

You can simply find object(game object with small box collider) by Gameobject.findbytag and the difference between the found object vector.position and impacttarget.position will give you direction .

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avatar image Griffo · Oct 02, 2014 at 07:03 AM 0
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Thank for the input, thats what tanoshimi said "The "direction" between any two objects is simply the difference between their transform positions."

Also I'me using

 function OnCollisionEnter(collision : Collision)

to do all the detection.

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