Legacy Documentation: Version 5.1
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Rigidbody.mass

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var mass: float;
public float mass;

Description

The mass of the rigidbody.

You should strive to keep mass close to 0.1 and never more than 10. Large masses make physics simulation unstable.

Higher mass objects push lower mass objects more when colliding. Think of a big truck, hitting a small car.

A common mistake is to assume that heavy objects fall faster than light ones. This is not true as the speed is dependent on gravity and drag.

// Expose mass to allow adjustment from
// the inspector.
var mass: float;
var rb: Rigidbody;

function Start() { rb = GetComponent.<Rigidbody>(); rb.mass = mass; }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float mass; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); rb.mass = mass; } }