Control of an object's position through physics simulation.
| angularDrag | The angular drag of the object. |
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| angularVelocity | The angular velocity vector of the rigidbody. |
| centerOfMass | The center of mass relative to the transform's origin. |
| collisionDetectionMode | The Rigidbody's collision detection mode. |
| constraints | Controls which degrees of freedom are allowed for the simulation of this Rigidbody. |
| detectCollisions | Should collision detection be enabled? (By default always enabled). |
| drag | The drag of the object. |
| freezeRotation | Controls whether physics will change the rotation of the object. |
| inertiaTensor | The diagonal inertia tensor of mass relative to the center of mass. |
| inertiaTensorRotation | The rotation of the inertia tensor. |
| interpolation | Interpolation allows you to smooth out the effect of running physics at a fixed frame rate. |
| isKinematic | Controls whether physics affects the rigidbody. |
| mass | The mass of the rigidbody. |
| maxAngularVelocity | The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }. |
| position | The position of the rigidbody. |
| rotation | The rotation of the rigdibody. |
| sleepAngularVelocity | The angular velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity }. |
| sleepVelocity | The linear velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity }. |
| solverIterationCount | Allows you to override the solver iteration count per rigidbody. |
| useConeFriction | Force cone friction to be used for this rigidbody. |
| useGravity | Controls whether gravity affects this rigidbody. |
| velocity | The velocity vector of the rigidbody. |
| worldCenterOfMass | The center of mass of the rigidbody in world space (Read Only). |
| Rigidbody |
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| AddExplosionForce | Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody. |
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| AddForce | Adds a force to the rigidbody. As a result the rigidbody will start moving. |
| AddForceAtPosition | Applies force at position. As a result this will apply a torque and force on the object. |
| AddRelativeForce | Adds a force to the rigidbody relative to its coordinate system. |
| AddRelativeTorque | Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system. |
| AddTorque | Adds a torque to the rigidbody. |
| ClosestPointOnBounds | The closest point to the bounding box of the attached colliders. |
| GetPointVelocity | The velocity of the rigidbody at the point worldPoint in global space. |
| GetRelativePointVelocity | The velocity relative to the rigidbody at the point relativePoint. |
| IsSleeping | Is the rigidbody sleeping? |
| MovePosition | Moves the rigidbody to position. |
| MoveRotation | Rotates the rigidbody to rotation. |
| SetDensity | Sets the mass based on the attached colliders assuming a constant density. |
| Sleep | Forces a rigidbody to sleep at least one frame. |
| SweepTest | Tests if a rigidbody would collide with anything, if it was moved through the scene. |
| SweepTestAll | Like Rigidbody.SweepTest, but returns all hits. |
| WakeUp | Forces a rigidbody to wake up. |
| OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
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| 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. |
| animation | The Animation attached to this GameObject (null if there is none attached). |
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| audio | The AudioSource attached to this GameObject (null if there is none attached). |
| camera | The Camera attached to this GameObject (null if there is none attached). |
| collider | The Collider attached to this GameObject (null if there is none attached). |
| collider2D | The Collider2D component attached to the object. |
| constantForce | The ConstantForce 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. |
| guiText | The GUIText attached to this GameObject (null if there is none attached). |
| guiTexture | The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
| hingeJoint | The HingeJoint attached to this GameObject (null if there is none attached). |
| light | The Light 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). |
| 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). |
| renderer | The Renderer attached to this GameObject (null if there is none attached). |
| rigidbody | The Rigidbody attached to this GameObject (null if there is none attached). |
| rigidbody2D | The Rigidbody2D that is attached to the Component's GameObject. |
| tag | The tag of this game object. |
| transform | The Transform attached to this GameObject (null if there is none attached). |
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
| m_CachedPtr | |
| m_InstanceID | |
| name | The name of the object. |
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
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| CompareTag | Is this game object tagged with tag? |
| 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. |
| GetComponents | Returns all components of Type type in the GameObject. |
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| GetHashCode | |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| Destroy | Removes a gameobject, component or asset. |
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| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| bool | Does the object exist? |
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| operator != | Compares if two objects refer to a different object. |
| operator == | Compares if two objects refer to the same. |