public void Action(Vector3 dir, float val) { float angle = -coneAngle * 0.5f; for (int i = 0; i < quanity; i++, angle += (coneAngle / quanity)) { var bolidGo = MatchManager.Instance.CreatePlayer(bolid.Clone(), transform.position + dir); bolidGo.GetComponent <Rigidbody2D>().isKinematic = false; Debug.Log((Quaternion.Euler(0, 0, angle) * (-dir))); bolidGo.GetComponent <Rigidbody2D>().AddForce((Quaternion.Euler(0, 0, angle) * dir) * val, ForceMode2D.Impulse); Destroy(bolidGo, 2f); GetComponent <Rigidbody2D>().isKinematic = false; } GetComponent <Rigidbody2D>().AddForce((Quaternion.Euler(0, 0, angle) * (-dir)) * val * 0.1f, ForceMode2D.Impulse); }