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    Class AddRigidbody

    Add a rigidbody component to each elements in the input

    Inheritance
    object
    ActionBase
    ActionInOut<IList<GameObject>, IList<GameObject>>
    AddRigidbody
    Inherited Members
    ActionInOut<IList<GameObject>, IList<GameObject>>.InputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.OutputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.PreProcess(ref IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.Run(IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.PostProcess(ref IList<GameObject>)
    ActionBase.CreateInstance(Type)
    ActionBase.CreateInstance<T>()
    ActionBase.OnActionExecuted
    ActionBase.IsInRuleEngine
    ActionBase.IsInToolbox
    ActionBase.Color
    ActionBase.Icon
    ActionBase.InputType
    ActionBase.OutputType
    ActionBase.Output
    ActionBase.HelpersMethods
    ActionBase.IsAsync
    ActionBase.IsRunning
    ActionBase.GetErrors()
    ActionBase.GetWarnings()
    ActionBase.GetInfo()
    ActionBase.OnValueChanged()
    ActionBase.Initialize()
    ActionBase.Dispose()
    ActionBase.Validate(object)
    ActionBase.DisplayNameRuleEngine
    ActionBase.DisplayNameToolbox
    ActionBase.ActionNameToolbox
    ActionBase.ActionNameRuleEngine
    ActionBase.GroupNameToolbox
    ActionBase.GroupNameRuleEngine
    ActionBase.Invoke(object)
    ActionBase.ReportProgress(float, string)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEditor.PixyzPlugin4Unity.Actions
    Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
    Syntax
    public class AddRigidbody : ActionInOut<IList<GameObject>, IList<GameObject>>

    Fields

    Name Description
    angularDrag

    The angularDrag applie to the new rigidbody

    collisionDetection

    Set the collision mode used byt he new rigidbody

    drag

    The drag applied to the new rigidbody

    interpolate

    Set the mode of interpolation used by the new rigidbody

    isKinematic

    Set if the new rigidbody is kinematic

    mass

    The mass applied to the new rigidbody

    useGravity

    Set if the new rigidbody should use gravity

    Properties

    Name Description
    Id

    The id of the Acton implementation. This id should be unique and is readonly. The id is the actual reference if the Action is serialized (in a set of RuleEngine Rules for example).

    MenuPathRuleEngine

    The menu path for the RuleEngine.

    MenuPathToolbox

    The menu path for the Toolbox.

    Priority

    The order to use when placing this Action in a list. If the value is -1, the display name will be used instead;

    Tooltip

    Returns the tooltip.

    Methods

    Name Description
    Run(IList<GameObject>)

    Execute the behavior of this Action by adding a rigidbody set by all parameters from the user to each elements of the input

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