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Question by Vincent 3 · Apr 28, 2011 at 03:00 PM · collisionprojectileexplosion

Multiple projectile explosion problem

Hi everyone, I'm developing a simple third person shooter with Unity3D. I wrote a simple script to make the player shoot forward (no mouse aim).

var projectile : Rigidbody; var speed = 20; private var nextFire = 0.0; var fireRate = 0.2;

function Update() { if( Input.GetButtonDown( "Fire1" ) && Time.time > nextFire ){ nextFire = Time.time + fireRate; var instantiatedProjectile : Rigidbody = Instantiate( projectile, transform.position, transform.rotation ); instantiatedProjectile.velocity = transform.TransformDirection( Vector3( 0, 0, speed ) ); Physics.IgnoreCollision( instantiatedProjectile. collider, transform.root.collider ); Destroy(instantiatedProjectile.gameObject, 1); } }

If the projectile collide with the environment it will explode

var explosionPrefab : Transform;

function OnCollisionEnter(collision : Collision) { // Rotate the object so that the y-axis faces along the normal of the surface var contact : ContactPoint = collision.contacts[0]; var rot : Quaternion = Quaternion.FromToRotation(Vector3.up, contact.normal); var pos : Vector3 = contact.point; Instantiate(explosionPrefab, pos, rot); // Destroy the projectile Destroy(gameObject); }

The script works fine, I use a Detonator-Base of Unity3d as explosion effect. I have a problem if the player shoot multiple projectile at the same time that collide all in the same point. In this case the game start to go slower and slower and sometimes stops for some minutes. If the player shoot multiple projectile at the same time towards different collission point everything works fine. How can I solve the problem? Maybe the problem for Unity3d is to calculate multiple Detonator-Base effect at the same time and in the same point. There's a way to not Instantiate explosionPrefab if another explosionPrefab is currently "working" in the same position ("pos" and "rot" variables)?

Thank you!

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