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.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. |
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. |
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. |
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. |
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. |