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Rigidbody2D

Namespace: UnityEngine

/

Inherits from: Component

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Description

Rigidbody physics component for 2D sprites.

The Rigidbody2D class essentially provides the same functionality in 2D that the Rigidbody class provides in 3D. Adding a Rigidbody2D component to a sprite puts in under the control of the physics engine. By itself, this means that the sprite will be affected by gravity and can be controlled from scripts using forces. By adding the appropriate collider component, the sprite will also respond to collisions with other sprites. This behaviour comes entirely from Unity's physics system; very little code is required to get impressive and authentic physical behaviour and allows for "emergent" gameplay that was not explicitly coded into the game.

See Also: Rigidbody class, SpriteRenderer class, Collider2D class, Joint2D class.

Variables

angularDrag Coefficient of angular drag.
angularVelocity Angular velocity in degrees per second.
centerOfMass The center of mass of the rigidBody in local space.
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.
inertia The rigidBody rotational inertia.
interpolation Physics interpolation used between updates.
isKinematic Should this rigidbody be taken out of physics control?
mass Mass of the rigidbody.
position The position of the rigidbody.
rotation The rotation of the rigdibody.
simulated Indicates whether the rigid body should be simulated or not by the physics system.
sleepMode The sleep state that the rigidbody will initially be in.
velocity Linear velocity of the rigidbody.
worldCenterOfMass Gets the center of mass of the rigidBody in global space.

Functions

AddForce Apply a force to the rigidbody.
AddForceAtPosition Apply a force at a given position in space.
AddRelativeForce Adds a force to the rigidbody2D relative to its coordinate system.
AddTorque Apply a torque at the rigidbody's centre of mass.
GetPoint Get a local space point given the point point in rigidBody global space.
GetPointVelocity The velocity of the rigidbody at the point Point in global space.
GetRelativePoint Get a global space point given the point relativePoint in rigidBody local space.
GetRelativePointVelocity The velocity of the rigidbody at the point Point in local space.
GetRelativeVector Get a global space vector given the vector relativeVector in rigidBody local space.
GetVector Get a local space vector given the vector vector in rigidBody global space.
IsAwake Is the rigidbody "awake"?
IsSleeping Is the rigidbody "sleeping"?
MovePosition Moves the rigidbody to position.
MoveRotation Rotates the rigidbody to angle.
Sleep Make the rigidbody "sleep".
WakeUp Disables the "sleeping" state of a rigidbody.

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?
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.
GetComponentInParent Returns the component of Type type in the GameObject or any of its parents.
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.
GetComponentsInParent Returns all components of Type type in the GameObject or any of its parents.
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.
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.