force | Force vector in world coordinates. |
mode | Type of force to apply. |
Adds a force to the Rigidbody.
Force is applied continuously along the direction of the force
vector. Specifying the ForceMode mode
allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.
Applied Force is calculated in FixedUpdate or by explicitly calling the Physics.Simulate method.
Force can only be applied to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Also, the Rigidbody cannot be kinematic.
By default the Rigidbody's state is set to awake once a force is applied, unless the force is Vector3.zero.
See Also: AddForceAtPosition, AddRelativeForce, AddTorque.
This example applies a forward force to the GameObject's Rigidbody.
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); } } }
x | Size of force along the world x-axis. |
y | Size of force along the world y-axis. |
z | Size of force along the world z-axis. |
mode | Type of force to apply. |
Adds a force to the Rigidbody.
This example applies an Impulse force along the Z axis to the GameObject's Rigidbody.
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); } }