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public var centerOfMass: Vector3;
public Vector3 centerOfMass;


The center of mass relative to the transform's origin.

If you don't set the center of mass from a script it will be calculated automatically from all colliders attached to the rigidbody. Setting the center of mass is often useful when simulating cars to make them more stable. A car with a lower center of mass is less likely to topple over.

Note: centerOfMass is relative to the transform's position and rotation, but will not reflect the transform's scale!

// Expose center of mass to allow it to be set from
// the inspector.
var com: Vector3;
var rb: Rigidbody;

function Start() { rb = GetComponent.<Rigidbody>(); rb.centerOfMass = com; }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Vector3 com; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); rb.centerOfMass = com; } }