class in UnityEngine
/
Inherits from:Component
/
Implemented in:UnityEngine.Physics2DModule
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.
CloseFor 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.
CloseProvides 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. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.