I thought I’d post this before heading off for the long weekend.
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Nice addition! I loved the skeleton explosion animation. Did you design that yourself?
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Actually, the explosion is done using physics. I have a version of the skeleton model that has separate meshes for each piece that I instantiate when a skeleton enemy dies. Then I instantiate the explosion and it applies the explosion force to everything in the blast zone.
Here is the key bit of code:
private void ApplyForceToObjects() { var cols = Physics.OverlapSphere(transform.position, explosionRadius); var rigidbodies = new List<Rigidbody>(); foreach (var col in cols) { if (col.attachedRigidbody != null && !rigidbodies.Contains(col.attachedRigidbody)) { rigidbodies.Add(col.attachedRigidbody); } } foreach (var rb in rigidbodies) { rb.AddExplosionForce(explosionForce * explosionRadius, transform.position, explosionRadius, 1f, ForceMode.Impulse); } }