• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by BawsAnimations · Mar 28, 2013 at 05:12 PM · collisionrigidbodyraycastforce

Adding Rigidbody to an Object on Collision by Raycast?

I have a plank shelter type of building and I want it's planks to fall off(add a rigidbody) when I shoot it with the raycast(bullets). This is an FPS game by the way.

My current script can add force to a rigidbody. BUT, I need HELP making the planks on the plank building to add a rigidbody to it when it's hit by a raycast.

This is my current code, Please please refine/fix it and post back please =)

 function RayShoot (){
 
 
             
    
                                                                                    
         var hit : RaycastHit;
 
                 
                  var direction : Vector3  = transform.TransformDirection(Vector3.forward);
          
                 Debug.DrawRay(transform.position , direction * Range , Color.blue);
                 
                 if(Physics.Raycast(transform.position , direction , hit, Range)){
         
                 if(hit.rigidbody){
                       
                 hit.rigidbody.AddForceAtPosition( direction * Force , hit.point);
                 
                 }
                 if (hit.gameObject){
                 GameObject Plank = GameObject.FindGameObjectsWithTag("plank");
                 Plank.AddComponent.rigidbody;
                 }
                 
                 }
         
                 
                 
                 
                 
                 BulletsLeft --;
                  
             
                 if(BulletsLeft < 0){
                 
                 BulletsLeft = 0;
                 
                 }
                 
                 if( BulletsLeft == 0 ){
                 
                 if(Input.GetKey(KeyCode.R)){
                 
                 
                 Reload();
                 
                 }
                 
                 
                 }
 
                 }

 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by whydoidoit · Mar 28, 2013 at 05:21 PM

That would look like this:

     if(Physics.Raycast(transform.position , direction , hit, Range)){
       
       if(!hit.rigidbody){
           hit.gameObject.AddComponent(Rigidbody);
       }
       hit.rigidbody.AddForceAtPosition( direction * Force , hit.point);
 
       }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

11 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Make AI run from Player 1 Answer

How do I move this rigidbody? 1 Answer

What does rigidbodies sleeping have to do with collision detection? 0 Answers

Collider repulsion 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges