Problem with blast radius trigger that destroys neighboring objects

Hi everyone,

I have a mine object which detonates if either shot or touched and would like to create a blast radius for it so that it takes out other objects that are within a sphere trigger during time of explosion.

I have is that I obviously need the mine to destroy itself but also need the neighboring object to also get destroyed after a short pause. The problem is, that I need enough time to be able to send any messages from the mine’s ‘blast radius’ trigger (basically which objects are inside it) before the mine gets destroyed (without any pause).

I was wondering if anyone can suggest how I might achieve this.

Thanks in advance :slight_smile:

It would be helpful to see your code, you can use the generic function OnTriggerStay for the objects within the mine’s collider, a sample code would look like this.

function OnTriggerStay (other : Collider) {
    if(MineActivated == true){
        Destroy (other.gameobject)
    }
}

In this example I’m assuming you have a code that assigns some variable to whether the mine is exploding, I just used MineActivated as the variable, that can be changed. I think this should work without needing you to define the things within the collider, and just destroy them all at once. Sorry if I’m wrong.