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Closeforce | Force vector in world coordinates. |
mode | Type of force to apply. |
Adds a force to the Rigidbody.
Force is applied continuously along the direction of the force
vector. Specifying the ForceMode mode
allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.
Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect.
By default the Rigidbody's state is set to awake once a force is applied, unless the force is Vector3.zero.
See Also: AddForceAtPosition, AddRelativeForce, AddTorque.
This example applies a forward force to the GameObject's Rigidbody.
#pragma strict public var thrust: float; public var rb: Rigidbody; function Start() { rb = GetComponent.<Rigidbody>(); } function FixedUpdate() { rb.AddForce(transform.forward * thrust); }
using UnityEngine;
public class ExampleClass : MonoBehaviour { public float thrust; public Rigidbody rb;
void Start() { rb = GetComponent<Rigidbody>(); }
void FixedUpdate() { rb.AddForce(transform.forward * thrust); } }
x | Size of force along the world x-axis. |
y | Size of force along the world y-axis. |
z | Size of force along the world z-axis. |
mode | Type of force to apply. |
Adds a force to the Rigidbody.
Force is applied continuously along the direction of the x
,y
and z
vectors. Specifying the ForceMode mode
allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.
Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect.
By default the Rigidbody's state is set to awake once a force is applied, unless the force is Vector3.zero.
See Also: AddForceAtPosition, AddRelativeForce, AddTorque.
This example applies an Impulse force along the Z axis to the GameObject's Rigidbody.
#pragma strict public var thrust: float; public var rb: Rigidbody; function Start() { rb = GetComponent.<Rigidbody>(); } function FixedUpdate() { rb.AddForce(0, 0, thrust, ForceMode.Impulse); }
using UnityEngine;
public class ExampleClass : MonoBehaviour { public float thrust; public Rigidbody rb;
void Start() { rb = GetComponent<Rigidbody>(); }
void FixedUpdate() { rb.AddForce(0, 0, thrust, ForceMode.Impulse); } }
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