Version: 2022.1
public void AddExplosionForce (float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier= 0.0f, ForceMode mode= ForceMode.Force));


explosionForce 爆発の力(距離によって変更される可能性あり)
explosionPosition 爆発の影響があるエリア内の中心
explosionRadius 爆発の影響があるエリア内の球体の半径
upwardsModifier オブジェクトを持ち上げたように見せる爆発の見かけ上の位置に対する調整
mode ターゲットに力を適用するのに使用される方法


爆発のエフェクトをシミュレートするために Rigidbody に力を適用させます。

爆発は、ワールド空間における爆発影響が及ぶ範囲や特定の中心位置でオブジェクト範囲としてモデル化されます。通常、オブジェクト範囲外では、爆発による影響は受けません。また、力は中心から遠ざかるにしたがって減少します。しかし、0 の値が Radius に渡された場合、リジッドボディから中心まで遠いにかかわらず最大限の力が適用されます。

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 depends on the distance between explosionPosition and the point where the force was applied. 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 applied at the point on the surface of the Rigidbody that is closest to explosionPosition but shifted along the y-axis by negative upwardsModifier. 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); } } }