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public var mass: float;
public float mass;


The mass of the rigidbody.

You should strive to keep mass close to 0.1 and never more than 10. Large masses make physics simulation unstable.

Higher mass objects push lower mass objects more when colliding. Think of a big truck, hitting a small car.

A common mistake is to assume that heavy objects fall faster than light ones. This is not true as the speed is dependent on gravity and drag.

// Expose mass to allow adjustment from
// the inspector.
var mass: float;
var rb: Rigidbody;

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

public class ExampleClass : MonoBehaviour { public float mass; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); rb.mass = mass; } }