In physics simulation, rigid bodies enable physics-based behaviour such as movement, gravity, and collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
See in Glossary.
In Unity, you can configure rigid bodies with the Rigidbody
class, or the corresponding RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary component.
Topic | Description |
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Introduction to Rigidbody physics | Overview of the concepts and fundamental behaviours of the Rigidbody class and component. |
Configure Rigidbody colliders | How to configure CollidersAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info See in Glossary on a Rigidbody so that the physics system can accurately detect collisions. |
Apply constant force to a Rigidbody | How and when to apply a constant linear or rotational force to a Rigidbody GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary. |
Apply interpolation to a Rigidbody | How to use interpolation to smoothen the movement of a Rigidbody if it appears jittery at runtime. |
Rigidbody component reference | Reference page for the Rigidbody component. |
Constant Force component reference | Reference page for the Constant ForceA simple component for adding a constant force or torque to game objects with a Rigidbody. More info See in Glossary component. |