class in UnityEngine
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Inherits from:Component
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Implemented in:UnityEngine.Physics2DModule
Provides physics movement and other dynamics, and the ability to attach Collider2D to it.
The Rigidbody2D is a fundamental physics component that provides multiple simulation dynamics, such as Rigidbody2D.position and Rigidbody2D.rotation for pose control, and Rigidbody2D.linearVelocity and Rigidbody2D.angularVelocity for velocity control.
You can attach multiple Collider2D to a Rigidbody2D to detect collisions and provide a collision response when you set Rigidbody2D.bodyType to RigidbodyType2D.Dynamic.
angularDamping | The angular damping of the Rigidbody2D angular velocity. |
angularVelocity | Angular velocity in degrees per second. |
attachedColliderCount | Returns the number of Collider2D attached to this Rigidbody2D. |
bodyType | The physical behaviour type of the Rigidbody2D. |
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. |
constraints | Controls which degrees of freedom are allowed for the simulation of this Rigidbody2D. |
excludeLayers | The additional Layers that all Collider2D attached to this Rigidbody2D should exclude when deciding if a contact with another Collider2D should happen or not. |
freezeRotation | Controls whether physics will change the rotation of the object. |
gravityScale | The degree to which this object is affected by gravity. |
includeLayers | The additional Layers that all Collider2D attached to this Rigidbody2D should include when deciding if a contact with another Collider2D should happen or not. |
inertia | The Rigidbody's resistance to changes in angular velocity (rotation). |
interpolation | Physics interpolation used between updates. |
linearDamping | The linear damping of the Rigidbody2D linear velocity. |
linearVelocity | The linear velocity of the Rigidbody2D represents the rate of change over time of the Rigidbody2D position in world-units. |
linearVelocityX | The X component of the linear velocity of the Rigidbody2D in world-units per second. |
linearVelocityY | The Y component of the linear velocity of the Rigidbody2D in world-units per second. |
localToWorldMatrix | The transformation matrix used to transform the Rigidbody2D to world space. |
mass | Mass of the Rigidbody. |
position | The position of the rigidbody. |
rotation | The rotation of the rigidbody. |
sharedMaterial | The PhysicsMaterial2D that is applied to all Collider2D attached to this Rigidbody2D. |
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. |
totalForce | The total amount of force that has been explicitly applied to this Rigidbody2D since the last physics simulation step. |
totalTorque | The total amount of torque that has been explicitly applied to this Rigidbody2D since the last physics simulation step. |
useAutoMass | Should the total rigid-body mass be automatically calculated from the [[Collider2D.density]] of attached colliders? |
useFullKinematicContacts | Should kinematic/kinematic and kinematic/static collisions be allowed? |
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. |
AddForceX | Adds a force to the X component of the Rigidbody2D.linearVelocity only leaving the Y component of the world space Rigidbody2D.linearVelocity untouched. |
AddForceY | Adds a force to the Y component of the Rigidbody2D.linearVelocity only leaving the X component of the world space Rigidbody2D.linearVelocity untouched. |
AddRelativeForce | Adds a force to the local space Rigidbody2D.linearVelocity. In other words, the force is applied in the rotated coordinate space of the Rigidbody2D. |
AddRelativeForceX | Adds a force to the X component of the Rigidbody2D.linearVelocity in the local space of the Rigidbody2D only leaving the Y component of the local space Rigidbody2D.linearVelocity untouched. |
AddRelativeForceY | Adds a force to the Y component of the Rigidbody2D.linearVelocity in the local space of the Rigidbody2D only leaving the X component of the local space Rigidbody2D.linearVelocity untouched. |
AddTorque | Apply a torque at the rigidbody's centre of mass. |
Cast | All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D. |
ClosestPoint | Returns a point on the perimeter of all enabled Colliders attached to this Rigidbody that is closest to the specified position. |
Distance | Calculates the minimum distance of this collider against all Collider2D attached to this Rigidbody2D. |
GetAttachedColliders | Returns all Collider2D that are attached to this Rigidbody2D. |
GetContacts | Retrieves all contact points for all of the Collider(s) attached to this Rigidbody. |
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. |
GetShapes | Gets all the PhysicsShape2D used by all Collider2D attached to the Rigidbody2D. |
GetVector | Get a local space vector given the vector vector in rigidBody global space. |
IsAwake | Is the rigidbody "awake"? |
IsSleeping | Is the rigidbody "sleeping"? |
IsTouching | Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not. |
IsTouchingLayers | Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. |
MovePosition | Moves the rigidbody to position. |
MovePositionAndRotation | Moves the rigidbody position to position and the rigidbody angle to angle. |
MoveRotation | Rotates the Rigidbody to angle (given in degrees). |
Overlap | Get a list of all Colliders that overlap all Colliders attached to this Rigidbody2D. |
OverlapPoint | Check if any of the Rigidbody2D colliders overlap a point in space. |
SetRotation | Sets the rotation of the Rigidbody2D to angle (given in degrees). |
Sleep | Make the rigidbody "sleep". |
Slide | Slide the Rigidbody2D using the specified velocity integrated over deltaTime using the configuration specified by slideMovement. |
WakeUp | Disables the "sleeping" state of a rigidbody. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
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 | Checks the GameObject's tag against the defined tag. |
GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentIndex | Gets the index of the component on its parent GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
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. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |