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Question by CoolCasualCat · Jul 19, 2015 at 07:03 PM · c#2daddexplosionforce

Is there any alternative to adding an explosion force for 2D since it's not available. If not, does anyone know how to make it to where objects with a tag in a radius will be destroyed?

This is all I could do before I realized I didn't know what I was doing...

using UnityEngine; using System.Collections;

public class BombExplosion : MonoBehaviour { public float explosionDelay; public float explosionRate; public float explosionMaxSize; public float explosionSpeed; public float currentRadius;

 bool exploded = false;
 PolygonCollider2D explosionRadius;
 public Rigidbody2D rb;

 void Start()
 {
     explosionRadius = gameObject.GetComponent<PolygonCollider2D>();
     rb = GetComponent<Rigidbody2D>();

 }

 void Update()
 {
     explosionDelay -= Time.deltaTime;
     if (explosionDelay < 0) 
     {
         exploded= true;
     }
 }

 void FixedUpdate()
 {
     if (exploded == true) 
     {
         if (currentRadius < explosionMaxSize) 
         {
             currentRadius += explosionRate;
         }
         else
         {
             Object.Destroy (this.gameObject.transform.parent.gameObject);
         }
         explosionRadius.radius = currentRadius;
     }
 }

 void OnTriggerEnter2D(Collider2D col)
 {
     if (exploded == true) 
     {
         if(col.gameObject.rb != null)
         {
             Vector2 target = col.gameObject.transform
         }
     }
 }

}

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Answer by bilalitani · Aug 16, 2015 at 03:11 PM

If you just want to destroy the objects, try using Physics2D.OverlapCircleAll(position, radius);

This function will return an array of all Collider2D objects it hit within the radius, and you can access their gameobjects.

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