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Question by Cheo · Oct 24, 2015 at 06:02 PM · scripting beginnerreference-other-objectaddexplosionforcerigidbody collision

How to create a generic script for bouncing behaviour

Hi

I'm having difficulties to figure out how to create a generic Bounce script to be added in any object and that would make any object colliding to it to bounce.

In my particular case, I want my player (a sphere) to roll on the floor, and when it collides with an object that has the bouncing script attached, my player gets pushed around with AddExplosionForce.

At first I'm specifically testing for my player object, but the idea is to be generic.

This is the script for the Bouncer object:

 using UnityEngine;
 using System.Collections;
 
 public class BouncingEffect : MonoBehaviour {
     public float radius = 5.0F;
     public float power = 1000.0F;
 
     Vector3 epicentro;
 
     void Start() {
 
         Vector3 explosionPos = transform.position;
         epicentro = explosionPos;
     }
 
     void OnCollisionEnter(Collision collision) {
         if (collision.gameObject.tag == "Player") {
             GameObject player = GameObject.FindWithTag("Player");
             Rigidbody myplayer = player.AddComponent<Rigidbody>();                 
             myplayer.AddExplosionForce (power, epicentro, radius, 3.0F);
             Debug.Log("Player has collided with Bouncer");
         }
     }
 }

When I collide with my sphere player to the bouncer object, I got this error for the line: myplayer.AddExplosionForce (power, epicentro, radius, 3.0F);

NullReferenceException: Object reference not set to an instance of an object BouncingEffect.OnCollisionEnter (UnityEngine.Collision collision) (at Assets/Scripts/BouncingEffect.cs:23)

I'm not able to figure out what the problem is.

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Answer by Cheo · Oct 25, 2015 at 11:01 AM

I've figured out how to implement the script for a particular object:

 using UnityEngine;
 using System.Collections;
 
 public class BouncingEffect : MonoBehaviour {
 
     public float radius = 0.0F;
     public float power = 2000.0F;
     public float upwardsModifier = 0.0F;
 
     Vector3 epicentro;
 
     void Start() {
 
         Vector3 explosionPos = transform.position;
         epicentro = explosionPos;
 
     }
 
     void OnCollisionEnter(Collision collision) {
         if (collision.gameObject.tag == "Player") {
             GameObject Player = GameObject.FindWithTag("Player");
             Rigidbody player = Player.GetComponent<Rigidbody>();
             player.AddExplosionForce (power, epicentro, radius, upwardsModifier);
             Debug.Log("Player has collided with Bouncer");
         }
     }
 }

The issue it was the capital letter for player. There was no object called 'player', but it was 'Player'.

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