Version: 2022.1
public void AddForce (Vector3 force, ForceMode mode= ForceMode.Force);

パラメーター

force ワールド座標における力のベクトル
mode 適用する力のタイプ

説明

Rigidbody に力を加えます

力は force ベクトルの方向に継続的に加えられます。ForceModemode を指定することによって、力のタイプを Acceleration、Impulse、VelocityChange に変えることができます。

The effects of the forces applied with this function are accumulated at the time of the call. The physics system applies the effects during the next simulation run (either after FixedUpdate, or when the script explicitly calls the Physics.Simulate method). Because this function has different modes, the physics system only accumulates the resulting velocity change, not the passed force values. Assuming deltaTime (DT) is equal to the simulation step length (Time.fixedDeltaTime), and mass is equal to the mass of the Rigidbody the force is being applied to, here is how the velocity change is calculated for all the modes: ForceMode.Force: Interprets the input as force (measured in Newtons), and changes the velocity by the value of force * DT / mass. The effect depends on the simulation step length and the mass of the body. ForceMode.Acceleration: Interprets the parameter as acceleration (measured in meters per second squared), and changes the velocity by the value of force * DT. The effect depends on the simulation step length but doesn't depend on the mass of the body. ForceMode.Impulse: Interprets the parameter as an impulse (measured in Newtons per second), and changes the velocity by the value of force / mass. The effect depends on the mass of the body but doesn't depend on the simulation step length. ForceMode.VelocityChange: Interprets the parameter as a direct velocity change (measured in meters per second), and changes the velocity by the value of force. The effect doesn't depend on the mass of the body or the simulation step length. Force can only be applied to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Also, the Rigidbody cannot be kinematic.

デフォルトでは、いちど力が加わると、力が Vector3.zero でない限りは Rigidbody の状態はオンに設定されます。

See Also: AddForceAtPosition, AddRelativeForce, AddTorque.

この例では GameObject の Rigidbody に前方への力を加えています。

using UnityEngine;

public class Example : MonoBehaviour { Rigidbody m_Rigidbody; public float m_Thrust = 20f;

void Start() { //Fetch the Rigidbody from the GameObject with this script attached m_Rigidbody = GetComponent<Rigidbody>(); }

void FixedUpdate() { if (Input.GetButton("Jump")) { //Apply a force to this Rigidbody in direction of this GameObjects up axis m_Rigidbody.AddForce(transform.up * m_Thrust); } } }

public void AddForce (float x, float y, float z, ForceMode mode= ForceMode.Force);

パラメーター

x ワールドの x 軸に沿った力のサイズ
y ワールドの y 軸に沿った力のサイズ
z ワールドの z 軸に沿った力のサイズ
mode 適用する力のタイプ

説明

Rigidbody に力を加えます

この例では、GameObject の Rigidbody に対し Impulse タイプの力を Z 軸に沿って加えています。

using UnityEngine;

public class Example : MonoBehaviour { public float thrust = 1.0f; public Rigidbody rb;

void Start() { rb = GetComponent<Rigidbody>(); rb.AddForce(0, 0, thrust, ForceMode.Impulse); } }