The Point Effector 2D applies forces to attract/repulse against a source point which can be defined as the position of the rigid-body or the center of a collider used by the effector. When another (target) collider comes into contact with the effector then a force is applied to the target. Where the force is applied and how it is calculated can be controlled.
Colliders that you use with the effector would typically be set as triggers so that other colliders can overlap with it to have forces applied however, non-triggers will still work but forces will only be applied when colliders come into contact with it.
Property: | Function: |
---|---|
Use Collider Mask | Should the ‘Collider Mask’ property be used? If not then the global collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info See in Glossary matrix will be used as is the default for all colliders. |
Collider Mask | The mask used to select specific layers allowed to interact with the effector. |
Force Magnitude | The magnitude of the force to be applied. |
Force Variation | The variation of the magnitude of the force to be applied. |
Distance Scale | The scale applied to the distance between the source and target. When calculating the distance, it is scaled by this amount allowing the effective distance to be changed which controls the magnitude of the force applied. |
Drag | The linear drag to apply to rigid-bodies. |
Angular Drag | The angular drag to apply to rigid-bodies. |
Force Source | The force source is the point that attracts or repels target objects. The distance from the target is defined from this point. |
ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info See in Glossary |
The source point is defined as the current position of the collider. |
RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info See in Glossary |
The source point is defined as the current position of the rigidbody. |
Force Target | The force target is the point on a target object where the effector applies any force. The distance to the source is defined from this point. |
Collider | The target point is defined as the current position of the collider. Applying force here can generate torque (cause the target to rotate) if the collider isn’t positioned at the center-of-mass. |
Rigidbody | The target point is defined as the current center-of-mass of the rigidbody. Applying force here will never generate torque (cause the target to rotate). |
Force Mode | How the force is calculated. |
Constant | The force is applied ignoring how far apart the source and target are. |
Inverse Linear | The force is applied as a function of the inverse-linear distance between the source and target. When the source and target are in the same position then the full force is applied but it falls-off linearly as they move apart. |
Inverse Squared | The force is applied as a function of the inverse-squred distance between the source and target. When the source and target are in the same position then the full force is applied but it falls-off squared as they move apart. This is similar to real-world gravity. |
PointEffector2D
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.