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The center of mass relative to the transform's origin.
If you don't set the center of mass from a script it will be calculated automatically from all colliders attached to the rigidbody. Setting the center of mass is often useful when simulating cars to make them more stable. A car with a lower center of mass is less likely to topple over.
Note: centerOfMass
is relative to the transform's position and rotation, but will not reflect the transform's scale!
rigidbody.centerOfMass = Vector3 (0, -2, 0);
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Example() { rigidbody.centerOfMass = new Vector3(0, -2, 0); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Example() as void: rigidbody.centerOfMass = Vector3(0, -2, 0)