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Control of an object's position through physics simulation.
Rigidbody components take control over an object's position - it makes the objects fall down under the influence of gravity, and can calculate how objects will respond to collisions.
When manipulating rigidbody parameters you should work inside the FixedUpdate function. Physics simulation is carried out in discrete timesteps. The FixedUpdate function is called immediately before each step.
Things to watch out for when using rigid bodies:
1. If your simulation looks like slow motion and not solid:
This is a problem of scale. When your game world is huge everything will appear to be move very slowly.
Make sure all your models are in real world sizes. For example a car should be around 4 meters long. A character around 2 meters high.
An object falls at the same acceleration no matter big or small, heavy or light.
If your game world has a large scale, objects will still fall at the same acceleration. But since everything is larger, objects will appear like they fall slower.
velocity |
The velocity vector of the rigidbody. |
angularVelocity |
The angular velocity vector of the rigidbody. |
drag |
The drag of the object. |
angularDrag |
The angular drag of the object. |
mass |
The mass of the rigidbody. |
useGravity |
Controls whether gravity affects this rigidbody. |
isKinematic |
Controls whether physics affects the rigidbody. |
freezeRotation |
Controls whether physics will change the rotation of the object. |
constraints |
Controls which degrees of freedom are alowed for the simulation of this Rigidbody. |
collisionDetectionMode |
The Rigidbody's collision detection mode. |
centerOfMass |
The center of mass relative to the transform's origin. |
worldCenterOfMass |
The center of mass of the rigidbody in world space (Read Only). |
inertiaTensorRotation |
The rotation of the inertia tensor. |
inertiaTensor |
The diagonal inertia tensor of mass relative to the center of mass. |
detectCollisions |
Should collision detection be enabled? (By default always enabled) |
useConeFriction |
Force cone friction to be used for this rigidbody. |
position |
The position of the rigidbody. |
rotation |
The rotation of the rigdibody. |
interpolation |
Interpolation allows you to smooth out the effect of running physics at a fixed frame rate. |
solverIterationCount |
Allows you to override the solver iteration count per rigidbody. |
sleepVelocity |
The linear velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity } |
sleepAngularVelocity |
The angular velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity } |
maxAngularVelocity |
The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity } |
SetDensity |
Sets the mass based on the attached colliders assuming a constant density. |
AddForce |
Adds a force to the rigidbody. As a result the rigidbody will start moving. |
AddRelativeForce |
Adds a force to the rigidbody relative to its coordinate system. |
AddTorque |
Adds a torque to the rigidbody. |
AddRelativeTorque |
Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system. |
AddForceAtPosition |
Applies force at position. As a result this will apply a torque and force on the object. |
AddExplosionForce |
Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody. |
ClosestPointOnBounds |
The closest point to the bounding box of the attached colliders. |
GetRelativePointVelocity |
The velocity relative to the rigidbody at the point relativePoint. |
GetPointVelocity |
The velocity of the rigidbody at the point worldPoint in global space. |
MovePosition |
Moves the rigidbody to position. |
MoveRotation |
Rotates the rigidbody to rotation. |
Sleep |
Forces a rigidbody to sleep at least one frame. |
IsSleeping |
Is the rigidbody sleeping? |
WakeUp |
Forces a rigidbody to wake up. |
SweepTest |
Tests if a rigidbody would collide with anything, if it was moved through the scene. |
SweepTestAll |
Like Rigidbody.SweepTest, but returns all hits. |
OnCollisionEnter |
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
OnCollisionExit |
OnCollisionEnter is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
OnCollisionStay |
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
animation |
The Animation attached to this GameObject (null if there is none attached). |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
collider |
The Collider attached to this GameObject (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
gameObject |
The game object this component is attached to. A component is always attached to a game object. |
tag |
The tag of this game object. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
GetComponents |
Returns all components of Type type in the GameObject. |
CompareTag |
Is this game object tagged tag? |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |