Rigidbody physics component for 2D sprites.
angularDrag | Coefficient of angular drag. |
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angularVelocity | Angular velocity in degrees per second. |
collisionDetectionMode | The method used by the physics engine to check if two objects have collided. |
drag | Coefficient of drag. |
fixedAngle | Should the rigidbody be prevented from rotating? |
gravityScale | The degree to which this object is affected by gravity. |
interpolation | Physics interpolation used between updates. |
isKinematic | Should this rigidbody be taken out of physics control? |
mass | Mass of the rigidbody. |
sleepMode | The sleep state that the rigidbody will initially be in. |
velocity | Linear velocity of the rigidbody. |
AddForce | Apply a force to the rigidbody. |
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AddForceAtPosition | Apply a force at a given position in space. |
AddTorque | Apply a torque at the rigidbody's centre of mass. |
IsAwake | Is the rigidbody "awake"? |
IsSleeping | Is the rigidbody "sleeping"? |
Sleep | Make the rigidbody "sleep". |
WakeUp | Disables the "sleeping" state of a rigidbody. |
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. |