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Question by Hedonsoft · Jan 04, 2012 at 08:51 PM · errorcollisionsdynamics

The name `Dynamics' does not exist in the current context

Hello everyone. I'm following a tutorial and I'm getting this error. The code is simply

 public class Detonator : DamageReceiver
 {
     public float m_MinRadius = 4.0F;
     public float m_MaxRadius = 4.0F;
     ///@todo: How do we constrain min radius to always be smaller than max radius.
     /// But with a good interface (The value the user edits should stay the other should be clamped!)
     
     public float m_Damage = 10F;
 //    public LayerMask m_DetonateAgainst = -1;
     public float m_DetonationDelay = 0F;
     public GameObject explosion;
     public GameObject wreck;
     
     bool m_IsDetonated = false;
     
     public virtual void Detonate ()
     {
         // Only detonate once!
         if (m_IsDetonated)
             return;
         m_IsDetonated = true;
         
         Invoke ("DetonateImplementation", m_DetonationDelay);
     }
     
     void DetonateImplementation ()
     {
         // Instantiate wreck and explosion if availible
         if (explosion != null)
             InstantiateWithMovement (explosion);
         if (wreck != null)    
             InstantiateWithMovement (wreck);
         
         // Destroy the object itself
         DestroyObject (gameObject);
 
         // Apply damage to surrounding objects!
         DamageReceiver wreckReceiver = null;
         if (wreck != null)
             wreckReceiver = wreck.GetComponent (typeof (DamageReceiver)) as DamageReceiver;
         ApplyDetonationDamage (wreckReceiver);
     }
 
     // Instantiates the game object with the position and velocity of this game object!
     void InstantiateWithMovement (GameObject go)
     {
         go = (GameObject)Instantiate (go, transform.position, transform.rotation);
         if (go.rigidbody != null && rigidbody != null)
         {
             go.rigidbody.velocity = rigidbody.velocity;
             go.rigidbody.angularVelocity = rigidbody.angularVelocity;
         }
     }
     
     void ApplyDetonationDamage (DamageReceiver exclude)
     {
         DamageMessage damage = new DamageMessage (DamageMessage.DamageType.kExplosionSplashDamage, m_Damage, transform.position, m_MinRadius, m_MaxRadius);
 
         **Collider[] collisions = Dynamics.OverlapSphere (transform.position, m_MaxRadius); // This seems to be the problem **
         foreach (Collider collider in collisions)
         {
             DamageReceiver receiver = collider.GetComponent (typeof (DamageReceiver)) as DamageReceiver;
             if (receiver != null && receiver != this && receiver != exclude)
             {
                 receiver.ApplyDamage (damage);
             }
         }
     }
 }

What's causing this?

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Answer by DaveA · Jan 04, 2012 at 08:56 PM

Try Physics.OverlapSphere

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avatar image Hedonsoft · Jan 04, 2012 at 09:42 PM 0
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Thanks :D

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