The Area Effector 2D applies forces within an area defined by the attached colliders when another (target) collider comes into contact with the effector. The force can be configured at any angle with a specific magnitude and random variation on that magnitude. Also available is the ability the apply both linear and angular drag forces to slow rigidbodies down.
Colliders that you use with the effector would typically be set as triggers so that other colliders can overlap with it to have forces applied however, non-triggers will still work but forces will only be applied when colliders come into contact with it.
Propiedad: | Función: |
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Use Collider Mask | Should the ‘Collider Mask’ property be used? If not then the global collision matrix will be used as is the default for all colliders. |
Collider Mask | La mask (máscara) utilizada para seleccionar capas especificas permitidas para interactuar con el effector. |
Use Global Angle | Is the ‘Force Angle’ a global (world-space) angle or a local angle? |
Force Angle | La magnitud de la fuerza a ser aplicada. |
Force Magnitude | La magnitud de la fuerza a ser aplicada. |
Force Variation | La variación de la magnitud de la fuerza en ser aplicada. |
Drag | La fricción lineal (linear drag) en ser aplicada a los rigid-bodies. |
Angular Drag | La fricción angular (angular drag) en ser aplicada a los rigid-bodies. |
Force Target | El objetivo dónde el effector aplica cualquier fuerza. |
Collider | The target point is defined as the current position of the collider. Applying force here can generate torque (cause the target to rotate) if the collider isn’t positioned at the center-of-mass. |
Rigidbody | The target point is defined as the current center-of-mass of the rigidbody. Applying force here will never generate torque (cause the target to rotate). |