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Question by Julian · Aug 09, 2010 at 01:59 AM · physicseditordestroybullet

How do I break apart an object?

Basically I have a pixelated creature made up of these cubes and when hit by a bullet I want them to fall apart. So heres the code I wrote but for some reason it does not work.

var thePrefab : GameObject;

function OnTriggerEnter (myTrigger : Collider) { if (myTrigger.gameObject.name == "bullet(Clone)"){ var count : int = 0;

     while (count <= 20){
          var instance : GameObject = Instantiate(thePrefab, transform.position, transform.rotation);
          count++;
     }

     Destroy(gameObject);
     Destroy(myTrigger.gameObject);
 }

}

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avatar image spinaljack · Aug 09, 2010 at 01:28 PM 0
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I'd get rid of this bit (var instance : GameObject = ) because you don't use the reference. Just keep the instantiate part. Also you might want to randomise the rotation and placement a bit as you'll get 20 objects in the same spot which would lag out the game as the physics tries to sort out the displacements.

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Answer by Cyb3rManiak · Aug 09, 2010 at 12:24 PM

Is the OnTriggerEnter() method even triggered? Try putting a Debug.Log("blah") in there to be sure...

Do you have a collider on the character? Is it set as a trigger collider?

Is there a RigidBody component on the bullets or the character?

More info will help :)

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Answer by spinaljack · Aug 09, 2010 at 11:35 AM

You can loop through all the children in the object's hierarchy and unparent them and give them all colliders and rigidbodies.

do something like this:

for (var child : Transform in transform) { child.gameObject.AddComponent ("BoxCollider"); child.gameObject.AddComponent ("RigidBody"); }

transform.DetachChildren(); Destroy(gameObject);

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