Game Development Reference
In-Depth Information
Objective complete - mini debriefing
In this step, we basically created four cubes, and each one has its own collider and
Rigid-
body
attached, which will create physical movement when we apply the explosion force.
This will create a realistic behavior for the wall when it's breaking apart, as shown in the
following diagram:
To make this work, we disabled the
Is Kinematic
component in each cube's
Rigidbody
.
The
Is Kinematic
property is basically used to enable or disable the physics calculation of
the object that has
Rigidbody
attached. In some cases, we can apply
Rigidbody
on the
character's animation and then enable or disable the
Is Kinematic
property when we need
to, such as using the ragdoll physics or character animation on the
ragdoll
object as we
mentioned in the first step of this project,
Creating a ragdoll object
.