They will all explode!


This is my first post here :). Hello all! I’ve been going through the Udemy lectures one by one. Just now I stopped and I’m sharing my first video of Argon Assult. Didn’t go off the track much, but added a few bits and pices here and there (like rocket falling down after death :slight_smile: ).


That’s cool how the rockets spins and falls after the death. How did you end up doing that? Or is that something we learn later in the lecture?

Wow! Somebody did look at my post :slight_smile:

From what I remember it isn’t covered in the course. That effect is very easy to accomplish. Basically you enable gravity and kick the ship ;-). Technically in CollisionHandler I’ve added FallDown() method, which is called from StartDeathSequence() that looks like that:

    private void FallDown()
        Rigidbody rb = GetComponent<Rigidbody>();
        rb.useGravity = true;
        rb.AddForce(Vector3.down * 100, ForceMode.Impulse); // TODO extract for customization
        rb.AddForce(Vector3.forward * 50, ForceMode.Impulse);
        Collider[] colliders = GetComponentsInChildren<Collider>();
        foreach (Collider c in colliders)
            c.isTrigger = false;

(now that I see it I should have do the math and and call AddForce just once. Probably it was late at night when I was coding :wink: ).

1 Like

This is great! Thanks for sharing your code!