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Unity - Scripting API: Rigidbody

Rigidbody

class in UnityEngine

/

Inherits from:Component

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Implemented in:UnityEngine.PhysicsModule

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Switch to Manual Description

Control of an object's position through physics simulation.

Adding a Rigidbody component to an object will put its motion under the control of Unity's physics engine. Even without adding any code, a Rigidbody object will be pulled downward by gravity and will react to collisions with incoming objects if the right Collider component is also present.

The Rigidbody also has a scripting API that lets you apply forces to the object and control it in a physically realistic way. For example, a car's behaviour can be specified in terms of the forces applied by the wheels. Given this information, the physics engine can handle most other aspects of the car's motion, so it will accelerate realistically and respond correctly to collisions.

In a script, the FixedUpdate function is recommended as the place to apply forces and change Rigidbody settings (as opposed to Update, which is used for most other frame update tasks). The reason for this is that physics updates are carried out in measured time steps that don't coincide with the frame update. FixedUpdate is called immediately before each physics update and so any changes made there will be processed directly.

A common problem when starting out with Rigidbodies is that the game physics appears to run in "slow motion". This is actually due to the scale used for your models. The default gravity settings assume that one world unit corresponds to one metre of distance. With non-physical games, it doesn't make much difference if your models are all 100 units long but when using physics, they will be treated as very large objects. If a large scale is used for objects that are supposed to be small, they will appear to fall very slowly - the physics engine thinks they are very large objects falling over very large distances. With this in mind, be sure to keep your objects more or less at their scale in real life (so a car should be about 4 units = 4 metres, for example).

Properties Property Description angularDamping The angular damping of the object. angularVelocity The angular velocity vector of the rigidbody measured in radians per second. automaticCenterOfMass Whether or not to calculate the center of mass automatically. automaticInertiaTensor Whether or not to calculate the inertia tensor automatically. centerOfMass The center of mass relative to the transform's origin. collisionDetectionMode The Rigidbody's collision detection mode. constraints Controls which degrees of freedom are allowed for the simulation of this Rigidbody. detectCollisions Should collision detection be enabled? (By default always enabled). excludeLayers The additional layers that all Colliders attached to this Rigidbody should exclude when deciding if the Collider can come into contact with another Collider. freezeRotation Controls whether physics will change the rotation of the object. includeLayers The additional layers that all Colliders attached to this Rigidbody should include when deciding if the Collider can come into contact with another Collider. inertiaTensor The inertia tensor of this body, defined as a diagonal matrix in a reference frame positioned at this body's center of mass and rotated by Rigidbody.inertiaTensorRotation. inertiaTensorRotation The rotation of the inertia tensor. interpolation Interpolation provides a way to manage the appearance of jitter in the movement of your Rigidbody GameObjects at run time. isKinematic Controls whether physics affects the rigidbody. linearDamping The linear damping of the Rigidbody linear velocity. linearVelocity The linear velocity vector of the rigidbody. It represents the rate of change of Rigidbody position. mass The mass of the rigidbody. maxAngularVelocity The maximum angular velocity of the rigidbody measured in radians per second. (Default 7) range { 0, infinity }. maxDepenetrationVelocity Maximum velocity of a rigidbody when moving out of penetrating state. maxLinearVelocity The maximum linear velocity of the rigidbody measured in meters per second. position The position of the rigidbody. rotation The rotation of the Rigidbody. sleepThreshold The mass-normalized energy threshold, below which objects start going to sleep. solverIterations The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive. solverVelocityIterations The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive. useGravity Controls whether gravity affects this rigidbody. worldCenterOfMass The center of mass of the rigidbody in world space (Read Only). Public Methods Method Description AddExplosionForce Applies a force to a rigidbody that simulates explosion effects. AddForce Adds a force to the Rigidbody. AddForceAtPosition Applies force at position. As a result this will apply a torque and force on the object. AddRelativeForce Adds a force to the rigidbody relative to its coordinate system. AddRelativeTorque Adds a torque to the rigidbody relative to its coordinate system. AddTorque Adds a torque to the rigidbody. ClosestPointOnBounds The closest point to the bounding box of the attached colliders. GetAccumulatedForce Returns the force that the Rigidbody has accumulated before the simulation step. GetAccumulatedTorque Returns the torque that the Rigidbody has accumulated before the simulation step. GetPointVelocity The velocity of the rigidbody at the point worldPoint in global space. GetRelativePointVelocity The velocity relative to the rigidbody at the point relativePoint. IsSleeping Is the rigidbody sleeping? Move Moves the Rigidbody to position and rotates the Rigidbody to rotation. MovePosition Moves the kinematic Rigidbody towards position. MoveRotation Rotates the rigidbody to rotation. PublishTransform Applies the position and rotation of the Rigidbody to the corresponding Transform component. ResetCenterOfMass Reset the center of mass of the rigidbody. ResetInertiaTensor Reset the inertia tensor value and rotation. Sleep Forces a rigidbody to sleep until woken up. SweepTest Tests if a rigidbody would collide with anything, if it was moved through the Scene. SweepTestAll Like Rigidbody.SweepTest, but returns all hits. WakeUp Forces a rigidbody to wake up. Messages Message Description OnCollisionEnter OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. OnCollisionExit OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. OnCollisionStay OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody. Inherited Members Properties Property Description gameObject The game object this component is attached to. A component is always attached to a game object. tag The tag of this game object. transform The Transform attached to this GameObject. hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children. CompareTag Checks the GameObject's tag against the defined tag. GetComponent Gets a reference to a component of type T on the same GameObject as the component specified. GetComponentInChildren Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. GetComponentIndex Gets the index of the component on its parent GameObject. GetComponentInParent Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. GetComponents Gets references to all components of type T on the same GameObject as the component specified. GetComponentsInChildren Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. GetComponentsInParent Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. SendMessage Calls the method named methodName on every MonoBehaviour in this game object. SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. TryGetComponent Gets the component of the specified type, if it exists. GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.

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