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. |
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.
This function applies a force to the object at the point on the surface of the rigidbody that is closest to explosionPosition
. The force acts along the direction from explosionPosition
to the surface point on the rigidbody. If explosionPosition
is inside the rigidbody, or the rigidbody has no active colliders, then the center of mass is used instead of the closest point on the surface.
The magnitude of the force is dependent on the distance between explosionPosition
and the point where the force was applied at. As the distance between explosionPosition
and the force point increases, the actual applied force decreases.
The vertical direction of the force can be modified using upwardsModifier
. If this parameter is greater than zero, the force is going to be applied at the point on the surface of the rigidbody that is closest to explosionPosition
shifted negative upwardsModifier
along Y. Using this parameter, you can make the explosion appear to throw objects up into the air, which can give a more dramatic effect rather than a simple outward force.
Force can be applied only to an active rigidbody. If a GameObject is inactive, AddExplosionForce has no effect.
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); } } }