Instantiating glass shards(gibs) when light explodes.

I am making a horror game and I want a light that has been shorting out to suddenly break and shards (gibs) of glass fall to the ground.

How would I go about instantiating gibs in a circular pattern around the light that might give a realistic feel to glass shards falling from the light.

I was trying to randomly position the gibs around the position of the light but it’s not looking well.

for(int i = 0; i< amountOfShards;i++)
{
   randomNum = Random.Range(-0.5f,0.5f);
   Rigidbody explodingShard;
   randomPos = pos + new Vector3(randomNum, 0, randomNum);
   explodingShard = Instantiate(shard, randomPos, transform.rotation) as Rigidbody;
}

Does anyone have a better method of doing this?

Here is an image of the light:

32719-lightexplode.png

Your best approach here would be to create a new prefab and add your shards as children.

At runtime you can swap the light model for the gibs prefab and apply forces at random.