Unity. Bomb component

RayFire Bomb component

Bomb explosion can be initiated by public method:
public void Explode (float Delay = 0)
Where Delay is time delay in seconds.

Range group

Range Type: Defines explosion direction for objects. For now there is only one type, but later there will be more.

  1. Spherical: Explosion expands in all directions from explosion position.

Fade Type: Defines how quickly explosion Strength fade out relative to distance from explosion position.

  1. Linear: Strength falloff linearly.
  2. Exponential: Strength falloff exponentially.
  3. None: Strength use maximum value for all objects in range.

Range: Explosion ranged in Units, all objects in Range value will be affected by explosion.

Impulse group

Strength: Maximum explosion strength at the center of explosion position.

Variation: Strength Variation in percents.

Chaos: Random spinning strength for objects, high Chaos value makes objects spinning faster at explosion.

Force By Mass: Allows to affect with higher Strength to small and light objects and with less Strength to big and Heavy objects.

Affect Kinematik: Allows to explode Kinematik objects.

Detonation group

Height Offset: Allows to change Explosion position over global Y axis. Useful if you want to make explosion more spectacular and explode objects upper even though your object with Bomb component should explode them parallel to the ground.

Delay: Delay in seconds after which Bomb will be exploded. Useful in case you want to trigger explosion via method but you want bomb to explode after some delay.

Damage group

Apply Damage: Allows to apply damage to objects with Rigid component and demolish them when Rigid’s Current damage value will be more than Maximum damage.

Damage Value: Damage which will applied to object with Rigid component.

Filters group

Tag: Explosion will affect only objects with picked Tag. You can pick only one Tag.

Layer: Explosion will affect only objects with defined layer. You can define several Layers.