I’ve discovered a new issue that significantly impacts my ability to make mods. Please watch this video:
https://drive.google.com/file/d/1CygBnlwNcEuAncX3PRmRs9v-SryI4g-D/view?usp=sharing
In the video, you'll see that units close to an explosion are completely unaffected by the addForce function (even if I repeatedly execute _object awake true). Meanwhile, units farther away do react correctly.
After thorough testing, I found the root cause: my script applies addForce immediately after the explosion. Units that are close to the explosion don’t respond at all, while those farther away — whose code execution is slightly delayed — do respond properly.
In other words, if I insert a short delay (sleep) after the explosion, then all units — near or far — respond correctly to addForce. What’s even stranger is that if I skip the explosion effects entirely and just apply addForce directly, then all units respond as expected without needing any delay.