Version: 2019.2
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Rigidbody.AddForce

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public void AddForce(Vector3 force, ForceMode mode = ForceMode.Force);

Parameters

forceForce vector in world coordinates.
modeType of force to apply.

Description

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.

Applied Force is calculated in FixedUpdate or by explicitly calling the Physics.Simulate method.

Force can only be applied to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Also, the Rigidbody cannot be kinematic.

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.

using UnityEngine;

public class ExampleClass : MonoBehaviour { public float thrust = 1.0f; public Rigidbody rb;

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

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

public void AddForce(float x, float y, float z, ForceMode mode = ForceMode.Force);

Parameters

xSize of force along the world x-axis.
ySize of force along the world y-axis.
zSize of force along the world z-axis.
modeType of force to apply.

Description

Adds a force to the Rigidbody.

This example applies an Impulse force along the Z axis to the GameObject's Rigidbody.

using UnityEngine;

public class ExampleClass : MonoBehaviour { public float thrust = 1.0f; public Rigidbody rb;

void Start() { rb = GetComponent<Rigidbody>(); rb.AddForce(0, 0, thrust, ForceMode.Impulse); } }