Game Development Reference
In-Depth Information
We also use the Physics.OverlapSphere() funcion to check for all the colliders that
touch or get inside the explosion radius.
For more informaion about the Physics.OverlapSphere()
funcion, you can go to the following Unity scriping document:
http://unity3d.com/support/documentation/
ScriptReference/Physics.OverlapSphere.
html?from=Rigidbody .
Classified Intel
In this step, we have used the Rock Physics Material apply to the Box Collider material in
the cube, to which we can apply the fricion and bounciness value for each object to get a
realisic reacion when calculaing the physics.
For the Rock Physics Material , we set the Dynamic Friction to 0.3 and Static Friction to 0.3 ,
which will make each piece have some small fricion when it collides with another, because
we don't want the rock too slippery or too hard to move. Since we don't want each piece of
wall bouncing, we set the Bounciness to 0 , as shown in the following screenshot:
For more details, you can go to the Unity website at:
http://unity3d.com/support/documentation/
Components/class-PhysicMaterial.html .
 
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