Use Effector 2D componentsA functional part of a GameObject. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. More info
See in Glossary with Collider 2D components to direct the forces of physics when 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 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 come into contact with each other. You can use the following Effectors 2D components in Unity:
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Area Effector 2D reference | Explore the properties of the Area Effector 2D used to arbitrarily vary force and angle magnitude. |
Buoyancy Effector 2D reference | Explore the properties of the Buoyancy Effector 2D used to simulate buoyancy, fluid flow and fluid drag. |
Point Effector 2D reference | Explore the properties of the Point Effector 2D used to attract or repulse against a given source point. |
Platform Effector 2D reference | Explore the properties of the Platform Effector 2D used to create platform behavior, such as one-way collisionsA 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. |
Surface Effector 2D reference | Explore the properties of the Surface Effector 2D used to create conveyor belts. |