public void AddForce (Vector2 force, ForceMode2D mode= ForceMode2D.Force);

Parámetros

force@param force Componentes de la fuerza en los ejes X y Y.
mode@param mode El método usado para aplicar la fuerza especificada.

Descripción

Aplica una fuerza al rigidbody.

La fuerza está especificada como dos componentes separados en las direcciones X y Y (no hay dirección Z en la física 2D). El objeto será acelerado por la fuerza de acuerdo a la ley fuerza = masa x aceleración -entre más grande sea la masa, más grande será la fuerza requerida para acelerarla a una velocidad dada.

If you don’t specify a ForceMode2D the default will be used. The default in this case is ForceMode2D.Force which adds force over time, using mass.

To use the example scripts below, drag and drop your chosen script onto a Sprite in the Hierarchy. Make sure that the Sprite has a Rigidbody2D component.

See Also: AddForceAtPosition, AddTorque, mass, velocity, AddForce, ForceMode2D.

// The sprite will fall under its weight.  After a short time the
// sprite will start its upwards travel due to the thrust force that is added
// in the opposite direction

using UnityEngine; using System.Collections;

public class ExampleTwo : MonoBehaviour { private Rigidbody2D rb2D; private float thrust = 10.0f;

void Start() { rb2D = gameObject.AddComponent<Rigidbody2D>(); transform.position = new Vector3(0.0f, -2.0f, 0.0f); }

void FixedUpdate() { rb2D.AddForce(transform.up * thrust); } }
// For short bursts of force (such as an explosion) use ForceMode2D.Impulse
// This adds an instant force impulse to the Rigidbody2D, using mass

using System.Collections; using UnityEngine;

public class ExampleOne : MonoBehaviour { private Rigidbody2D rb2D; private float thrust = 10.0f;

private void Start() { rb2D = gameObject.AddComponent<Rigidbody2D>(); transform.position = new Vector3(0.0f, -2.0f, 0.0f); }

private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { rb2D.AddForce(transform.up * thrust, ForceMode2D.Impulse); } } }