Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Rigidbody2D.AddForce

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function AddForce(force: Vector2, mode: ForceMode2D = ForceMode2D.Force): void;
public void AddForce(Vector2 force, ForceMode2D mode = ForceMode2D.Force);

Parameters

force Components of the force in the X and Y axes.
mode The method used to apply the specified force.

Description

Apply a force to the rigidbody.

The force is specified as two separate components in the X and Y directions (there is no Z direction in 2D physics). The object will be accelerated by the force according to the law force = mass x acceleration - the larger the mass, the greater the force required to accelerate to a given speed.

See Also: AddForceAtPosition, AddTorque, mass, velocity,, AddForce, ForceMode2D.

#pragma strict

var thrust : float; var rb : Rigidbody2D;

function Start () { rb = GetComponent.<Rigidbody2D>(); }

function Update () { rb.AddForce(transform.up * thrust); }
using UnityEngine;

public class Example : MonoBehaviour { public float thrust; public Rigidbody2D rb;

void Start() { rb = GetComponent<Rigidbody2D>(); }

void FixedUpdate() { rb.AddForce(transform.up * thrust); } }

Did you find this page useful? Please give it a rating: