I've seen the table and googled yet couldn't find anything. I'm using a script to instantiate a fireball, this is the script:
public bool Attack()
{
Ray ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f,0));
Vector3 point = ray.GetPoint(100);
FireBallSpawnPoint.transform.LookAt(point);
GameObject FireBallInstance = (GameObject)Instantiate(FireBallParticle,FireBallSpawnPoint.transform.position,FireBallSpawnPoint.transform.rotation);
FireBallInstance.rigidbody.AddRelativeForce(new Vector3(0,0,Force));
return true;
}
This is a screenshot of the FireBall particle I'm instantiating http://i.imgur.com/lidHsaU.jpg?1?1195
I tried putting the Collision Detection to continuous dynamic, no dice. Nothing I shoot it at registers at OnCollisionEnter, yet it interacts with its surroundings just fine.
edit: This is my collision script:
void OnCollisionEnter(Collision collision)
{
Debug.Log("Entered collision");
if(collision.gameObject.name == "PhysicsBox")
{
CratePhysics cratePhysics = collision.gameObject.GetComponent();
Vector3 ExplosionPos = collision.gameObject.transform.position;
cratePhysics.Shatter();
this.rigidbody.AddExplosionForce(2,ExplosionPos,30);
}
}
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