Rigidbody physics component for 2D sprites.
| angularDrag | Coefficient of angular drag. |
|---|---|
| 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. |
|---|---|
| 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). |
|---|---|
| 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. |
|---|---|
| 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. |
|---|---|
| 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? |
|---|---|
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares if two objects refer to the same. |