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Question by Zaboleq · Dec 07, 2012 at 12:26 AM · moveshootbeamasteroid

My asteroid dont move after shoot - why?

Hello, I have two scripts - one for my beam and one for asteroid. The problem is, that after my beam shoot asteroid, the asteroid is only move up along Y axis and rotate, but not change z or x position. I thought, that if i attach a rigidbody and cofigurable joint to my asteroid, it will move properly. What I missing?

Here is my beam script

 using UnityEngine;
 using System.Collections;
 
 public class Beam : MonoBehaviour {
 
     public float beamVelocity;
     public GameObject miniExplosion;
     public GameObject go;
     
     
     
     public void Go (Vector3 shipVelocity) 
     {
     
     rigidbody.AddForce(transform.forward + shipVelocity, ForceMode.VelocityChange);
         
     }
     
     void FixedUpdate()
     {        
         rigidbody.AddForce(transform.forward * beamVelocity, ForceMode.Acceleration);
         
     }
     
     void OnTriggerEnter(Collider innyobiekt)
     {
         Asteroid ast = innyobiekt.transform.GetComponent<Asteroid>();
         if(ast != null)
         {
             ast.Hit();
             go = (GameObject)Instantiate(miniExplosion, transform.position, transform.rotation);
             Detonator det = go.GetComponent<Detonator>();
             det.size = 1;
             Destroy(this.gameObject);
             
             
         }
     }
     
 }


And here is my Asteroid script:

 using UnityEngine;
 using System.Collections;
 
 public class Asteroid : MonoBehaviour {
     
     
     public float maxAsteroidVelocity;
     public float minAsteroidVelocity;
     public AudioClip explosionSound;
     public GameObject explosionPrefab;
     GameObject go;
     
     private Vector3 velocity;
     private float asteroidHitPoints = 100;
 
     // Use this for initialization
     void Start () 
     {
     
     }
     
     // Update is called once per frame
     void FixedUpdate () 
     {
          
     }
     
     public void Hit()
     {
         asteroidHitPoints--;
         if(asteroidHitPoints <= 0)
         {
             Explode();
         }
     }
     
     public void Explode()
     {
         go = (GameObject)Instantiate(explosionPrefab, transform.position, transform.rotation);
         Detonator det = go.GetComponent<Detonator>();
         det.size = 1;
         Destroy(this.gameObject);
     }
     
 }
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avatar image AlucardJay · Dec 07, 2012 at 11:14 AM 0
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I cannot see anywhere that force is applied to the asteroid from the beam on impact. And your beam is I guess a Trigger Collider (void OnTriggerEnter), so it won't interact with other physical colliders. SO it is a mystery why you actually get any reaction between the asteriod and the beam. If your beam has to be a trigger collider, then consider AddForce or AddForceAtPosition, and use Force$$anonymous$$ode.Impulse

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Answer by Zaboleq · Dec 07, 2012 at 09:33 AM

Anyone :(?

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avatar image AlucardJay · Dec 07, 2012 at 11:09 AM 0
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Hi There.

Please don't post comments as answers. Post comments by clicking the [add new comment] button, a window then open for you to type in. Answer fields are for answers only, as this is a knowledge base.

You can convert this answer to a comment (or just edit your original question), you'll also get a better chance of getting an actual answer if the main list shows none or one answer in blue =]

Under the answer where it says edit | delete | more , click on more , then convert to comment

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