Rigidbody
More information can be found in the Unity API Reference and maybe in the Unity Manual.
Constructors
Constructor |
Description |
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Members
Member |
Description |
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Methods
Details
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class Rigidbody
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Rigidbody Rigidbody()
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float angularDrag
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Vector3 angularVelocity
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Vector3 centerOfMass
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RigidbodyConstraints constraints
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bool detectCollisions
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float drag
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bool freezeRotation
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const GameObject gameObject
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Vector3 inertiaTensor
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Quaternion inertiaTensorRotation
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bool isKinematic
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float mass
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float maxAngularVelocity
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float maxDepenetrationVelocity
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string name
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Vector3 position
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Quaternion rotation
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float sleepThreshold
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int solverIterations
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int solverVelocityIterations
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string tag
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const Transform transform
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bool useGravity
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Vector3 velocity
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const Vector3 worldCenterOfMass
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void AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius)
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void AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier)
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void AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier, ForceMode mode)
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void AddForce(Vector3 force)
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void AddForce(float x, float y, float z)
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void AddForce(float x, float y, float z, ForceMode mode)
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void AddRelativeForce(Vector3 force)
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void AddRelativeForce(float x, float y, float z)
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void AddRelativeForce(float x, float y, float z, ForceMode mode)
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void AddRelativeTorque(Vector3 torque)
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void AddRelativeTorque(float x, float y, float z)
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void AddRelativeTorque(float x, float y, float z, ForceMode mode)
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void AddTorque(Vector3 torque)
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void AddTorque(float x, float y, float z)
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void AddTorque(float x, float y, float z, ForceMode mode)
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bool CompareTag(string tag)
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int GetHashCode()
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bool IsSleeping()
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void MovePosition(Vector3 position)
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void MoveRotation(Quaternion rot)
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void ResetCenterOfMass()
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void ResetInertiaTensor()
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void SetDensity(float density)
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void Sleep()
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bool SweepTest(Vector3 direction, RaycastHit hitInfo)
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bool SweepTest(Vector3 direction, RaycastHit hitInfo, float maxDistance)
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array<RaycastHit> SweepTestAll(Vector3 direction)
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array<RaycastHit> SweepTestAll(Vector3 direction, float maxDistance)
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string ToString()
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void WakeUp()
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Rigidbody Rigidbody()