Constant Force 2D (Fuerza Constante 2D)
Buoyancy Effector 2D

Area Effector 2D

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.

El Inspector del Area Effector 2D
El Inspector del Area Effector 2D

Propiedades

Propiedad: Función:
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).
Constant Force 2D (Fuerza Constante 2D)
Buoyancy Effector 2D