RigidbodyNamespace: UnityEngine
Parent class: Component
Description

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.
Variables
angularDrag The angular drag of the object.
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).
Constructors
Rigidbody
Functions
AddExplosionForce Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody.
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.
Messages
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.
Inherited members
Variables
animation The Animation attached to this GameObject (null if there is none attached).
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.
Functions
BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
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.
Static Functions
Destroy Removes a gameobject, component or asset.
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.
Operators
bool Does the object exist?
operator != Compares if two objects refer to a different object.
operator == Compares if two objects refer to the same.