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    Method ApplyExplosionForce

    ApplyExplosionForce(ref PhysicsVelocity, in PhysicsMass, in PhysicsCollider, in float3, in quaternion, in float, float, in float3, in float, in float, in float3, in CollisionFilter, in float, ForceMode)

    Converts a force into an impulse based on the force mode and the bodies mass and inertia properties. Equivalent to UnityEngine.Rigidbody.AddExplosionForce.

    Declaration
    public static void ApplyExplosionForce(this ref PhysicsVelocity bodyVelocity, in PhysicsMass bodyMass, in PhysicsCollider bodyCollider, in float3 bodyPosition, in quaternion bodyOrientation, in float bodyScale, float explosionForce, in float3 explosionPosition, in float explosionRadius, in float timestep, in float3 up, in CollisionFilter explosionFilter, in float upwardsModifier = 0, ForceMode mode = ForceMode.Force)
    Parameters
    Type Name Description
    PhysicsVelocity bodyVelocity

    [in,out] The body's PhysicsVelocity component.

    PhysicsMass bodyMass

    The body's PhysicsMass component.

    PhysicsCollider bodyCollider

    The body's PhysicsCollider component.

    float3 bodyPosition

    The body's world-space position.

    quaternion bodyOrientation

    The body's world-space rotation.

    float bodyScale

    The body's world-space scale.

    float explosionForce

    The force of the explosion (which may be modified by distance).

    float3 explosionPosition

    The centre of the sphere within which the explosion has its effect.

    float explosionRadius

    The radius of the sphere within which the explosion has its effect.

    float timestep

    The change in time from the current to the next frame.

    float3 up
           A vector defining the up direction, generally a unit vector
    

    in the opposite direction to PhysicsStep.Gravity.

    CollisionFilter explosionFilter

    Filter determining whether an explosion should be applied to the body.

    float upwardsModifier

    (Optional) Adjustment to the apparent position of the explosion to make it seem to lift objects.

    ForceMode mode

    (Optional) The method used to apply the force to its targets.

    ApplyExplosionForce(ref PhysicsVelocity, in PhysicsMass, in PhysicsCollider, in float3, in quaternion, float, in float3, in float, in float, in float3, in float, ForceMode)

    Converts a force into an impulse based on the force mode and the bodies mass and inertia properties. Equivalent to UnityEngine.Rigidbody.AddExplosionForce. ExplosionFilter is set to CollisionFilter.Default Assumes that there is no scale. ApplyExplosionForce(ref PhysicsVelocity, PhysicsMass, PhysicsCollider, float3, quaternion, float, float, float3, float, float, float3, CollisionFilter,float, ForceMode)

    Declaration
    public static void ApplyExplosionForce(this ref PhysicsVelocity bodyVelocity, in PhysicsMass bodyMass, in PhysicsCollider bodyCollider, in float3 bodyPosition, in quaternion bodyOrientation, float explosionForce, in float3 explosionPosition, in float explosionRadius, in float timestep, in float3 up, in float upwardsModifier = 0, ForceMode mode = ForceMode.Force)
    Parameters
    Type Name Description
    PhysicsVelocity bodyVelocity

    [in,out] The body velocity.

    PhysicsMass bodyMass

    The body mass.

    PhysicsCollider bodyCollider

    The body collider.

    float3 bodyPosition

    The body position.

    quaternion bodyOrientation

    The body orientation.

    float explosionForce

    The explosion force.

    float3 explosionPosition

    The explosion position.

    float explosionRadius

    The explosion radius.

    float timestep

    The timestep.

    float3 up

    The up.

    float upwardsModifier

    (Optional) The upwards modifier.

    ForceMode mode

    (Optional) The mode.

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