Sword impact on rigid body

Hi all,

I’ve played with getting this correct; but it just doesn’t look right.
My sword is a rigid body with a trigger collider on it.
When it hits an alien I expect the alien (which becomes a rag doll) to ‘move’ in the correct direction as the sword blow.
Although I am using a ontriggerenter so don’t get all the collision info required I did think something like:

Vector3 Impact = ImpactForce * transform.forward + new Vector3(0,UpForce,0);
				
				MonPointImpact.rigidbody.AddForce(Impact);

would be ok. While it looks ‘ok’ it doesn’t look right.
Any help/suggestion appreciated.

Cheers

For best result you really need the “collision.contacts[0];” to get the exact position data to apply the force too (so you need the collider to not be a trigger) Then I suggest you simply use “AddExplosionForce(power, explosionPos, radius, 3.0);” at collision.contacts[0] position.

There are some scripts for such in the Unity Documentation.