Legacy Documentation: Version 5.5
LanguageEnglish
  • C#
  • JS

Script language

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

Rigidbody.centerOfMass

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

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> 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 centerOfMass: Vector3;
public Vector3 centerOfMass;

Description

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. After a custom center of mass set, it will no longer be recomputed automatically on modifications such as adding or removing colliders, translating them, scaling etc. To revert back to the automatically computed center of mass, use Rigidbody.ResetCenterOfMass.

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; } }