Search Issue Tracker
Fixed in 5.0.X
Votes
0
Found in
4.5.0f4
Issue ID
608511
Regression
Yes
Description of Rigidbody.AddExplosionForce uses wrong parameter names in description
-e: see title
-repro:
--open /Documentation/html/en/ScriptReference/Rigidbody.AddExplosionForce.html
--NOTICE the description doesn't make a lot of sense using the explosionRadius way too often
-----------
This is how it reads in 4.3.4:
If radius is 0, the full force will be applied no matter how far away position is from the rigidbody. upwardsModifier applies the force as if it was applied from beneath the object. This is useful since explosions that throw things up instead of pushing things to the side look cooler. A value of 2 will apply a force as if it is applied from 2 meters below while not changing the actual explosion position. explosionPosition is the position from which the explosion force is to be applied. explosionRadius is the radius of the explosion. Rigidbodies further away than explosionRadius will not be affected.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- Crash with “Fatal Error! The file ‘MemoryStream’ is corrupted!” when adding a large number in Font Character Rects Size field
Add comment