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!
// Expose center of mass to allow it to be set from // the inspector. var com: Vector3; var rb: Rigidbody;
function Start() { rb = GetComponent.<Rigidbody>(); rb.centerOfMass = com; }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Vector3 com; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); rb.centerOfMass = com; } }