Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Rigidbody.AddExplosionForce

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function AddExplosionForce(explosionForce: float, explosionPosition: Vector3, explosionRadius: float, upwardsModifier: float = 0.0F, mode: ForceMode = ForceMode.Force): void;
public void AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier = 0.0F, ForceMode mode = ForceMode.Force);

Parameters

explosionForce The force of the explosion (which may be modified by distance).
explosionPosition The centre of the sphere within which the explosion has its effect.
explosionRadius The radius of the sphere within which the explosion has its effect.
upwardsModifier Adjustment to the apparent position of the explosion to make it seem to lift objects.
mode The method used to apply the force to its targets.

Description

Applies a force to a rigidbody that simulates explosion effects.

The explosion is modelled as a sphere with a certain centre position and radius in world space; normally, anything outside the sphere is not affected by the explosion and the force decreases in proportion to distance from the centre. However, if a value of zero is passed for the radius then the full force will be applied regardless of how far the centre is from the rigidbody.

By default, the direction of the force is the line going from the explosion centre to the rigidbody's centre of mass. If you pass a non-zero value for the upwardsModifier parameter, the direction will be modified by subtracting that value from the Y component of the centre point. For example, if you pass a value of 2.0 for upwardsModifier, the explosion will appear to be centred 2.0 units below its actual position for purposes of calculating the force direction (ie, the centre and the radius of effect are not modified). Using this parameter, you can easily make the explosion appear to throw objects up into the air, which often gives a more dramatic effect than a simple outward force.

Force can be applied only to an active rigidbody. If a GameObject is inactive, AddExplosionForce has no effect.

#pragma strict
// Applies an explosion force to all nearby rigidbodies
public var radius: float = 5.0F;
public var power: float = 10.0F;
function Start() {
	var explosionPos: Vector3 = transform.position;
	var colliders: Collider[] = Physics.OverlapSphere(explosionPos, radius);
	for (var hit: Collider in colliders) {
		var rb: Rigidbody = hit.GetComponent.<Rigidbody>();
		if (rb != null)
			rb.AddExplosionForce(power, explosionPos, radius, 3.0F);
	}
}
using UnityEngine;
using System.Collections;

// Applies an explosion force to all nearby rigidbodies public class ExampleClass : MonoBehaviour { public float radius = 5.0F; public float power = 10.0F;

void Start() { Vector3 explosionPos = transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, radius); foreach (Collider hit in colliders) { Rigidbody rb = hit.GetComponent<Rigidbody>();

if (rb != null) rb.AddExplosionForce(power, explosionPos, radius, 3.0F); } } }

Did you find this page useful? Please give it a rating: