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Question Peices of a ball keep flying to the left.

Discussion in 'Scripting' started by drowndeddragon, Jan 6, 2024.

  1. drowndeddragon


    Aug 14, 2023
    I am trying to make a script for when the ball gets a force applied to it that is greater than 4, it will shatter, I am having a hard time doing that though because all of the pieces keep flying to the left, rather than smashing on the ground and just flying away from the center like they should.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    5. public class Ball : MonoBehaviour
    6. {
    7.     public GameObject originalObject;
    8.     [SerializeField]
    9.     public GameObject fracturedObject;
    10.     [SerializeField]
    11.     float minShatterForce = 4f;
    12.     Vector3 lastCollisionForce;
    13.     public GameObject circle;
    14.     public float explosionMultiplier;
    15.     public Vector3 offset;
    16.     private Vector3 originalVelocity;
    17.     // Start is called before the first frame update
    18.     void Start()
    19.     {
    20.     }
    22.     // Update is called once per frame
    23.     void OnCollisionEnter(Collision collision)
    24.     {
    25.         if(collision.relativeVelocity.magnitude >= minShatterForce)
    26.         {
    27.             lastCollisionForce = collision.impulse;
    28.             Shatter();
    29.         }
    30.     }
    32.     void Update()
    33.     {
    34.         if (Input.GetKeyDown(KeyCode.F))
    35.         {
    36.             Shatter();
    37.         }
    39.     }
    40.     void Shatter()
    41.     {
    42.         if(originalObject != null)
    43.         {
    47.             Vector3 originalPosition = transform.position;
    48.             this.gameObject.SetActive(false);
    50.             GameObject fractured = Instantiate(fracturedObject);
    51.             Transform circleTransform = circle.transform;
    52.             fractured.transform.SetParent(circle.transform, true);
    53.             fractured.transform.position = originalPosition + offset;
    55.             Rigidbody[] fracturedRigidbodies = fractured.GetComponentsInChildren<Rigidbody>();
    58.             foreach (Rigidbody rb in fracturedRigidbodies)
    59.             {
    61.                 Vector3 direction = (rb.position -   circleTransform.position).normalized;
    63.                 direction.y = 0;
    65.                 rb.AddForce(direction * lastCollisionForce.magnitude * explosionMultiplier, ForceMode.Impulse);
    69.                 Debug.Log("Direction: " + direction);
    70.             }
    74.         }
    77.     }
    78. }
  2. Kurt-Dekker


    Mar 16, 2013
    I'd guess it's something wrong with line 61.

    Start printing out what's going into that computation and what's coming out!!

    But whatever it is...

    If you need more information about what your program is doing as well as how and where it is deviating from your expectations, that means it is...

    Time to start debugging!

    By debugging you can find out exactly what your program is doing so you can fix it.

    Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as

    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: or this answer for Android:

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    If you are looking for how to attach an actual debugger to Unity:

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    function is an alias for Debug.Log() provided by the MonoBehaviour class.


    If you have more than one or two dots (.) in a single statement, you're just being mean to yourself.

    Putting it all one one line DOES NOT make it faster. That's not how compiled code works.

    How to break down hairy lines of code:

    Break it up, practice social distancing in your code, one thing per line please.

    "Programming is hard enough without making it harder for ourselves." - angrypenguin on Unity3D forums

    "Combining a bunch of stuff into one line always feels satisfying, but it's always a PITA to debug." - StarManta on the Unity3D forums
  3. drowndeddragon


    Aug 14, 2023
    Thanks for your help! i fiddled with the code and found that if i chance direction.y to be a negetive number and change the explosion multiplier to be a negative number it works how i need it to Thanks!
    Kurt-Dekker likes this.