Ahem
So…
I was trying to make something(an attack actually), that is a sphere that scales outwards and destroys everything it touches. Essentially meant to destroy everything in the scene but in an accumulative fashion, not instantaneous. I have a sphere mesh that scales as I want, but I still need a way to destroy objects outwards(even if it doesn’t strictly coincide with what the expanding sphere mesh is passing through).
SphereCast seemed like an answer to this - that is until I noticed it wasn’t what I thought it was. I could probably get by using multiple “SphereCasts” as this is a rough project meant to be completed within the week, but I was wondering does anyone have any good alternatives, that can achieve this?
Oh and I’d much prefer if whatever answer you may have, works with C#.