Rigidbody
More information can be found in the Unity API Reference
Methods
Method |
Description |
AddExplosionForce(explosionForce, explosionPosition, explosionRadius)
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AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardsModifier)
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AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardsModifier, mode)
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AddForce(force)
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AddForce(force, mode)
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AddForce(x, y, z)
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AddForce(x, y, z, mode)
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AddForceAtPosition(force, position)
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AddForceAtPosition(force, position, mode)
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AddRelativeForce(force)
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AddRelativeForce(force, mode)
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AddRelativeForce(x, y, z)
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AddRelativeForce(x, y, z, mode)
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AddRelativeTorque(torque)
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AddRelativeTorque(torque, mode)
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AddRelativeTorque(x, y, z)
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AddRelativeTorque(x, y, z, mode)
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AddTorque(torque)
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AddTorque(torque, mode)
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AddTorque(x, y, z)
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AddTorque(x, y, z, mode)
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ClosestPointOnBounds(position)
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CompareTag(tag)
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GetHashCode()
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GetPointVelocity(worldPoint)
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GetRelativePointVelocity(relativePoint)
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IsSleeping()
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MovePosition(position)
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MoveRotation(rot)
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ResetCenterOfMass()
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ResetInertiaTensor()
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SetDensity(density)
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Sleep()
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SweepTest(direction, hitInfo)
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SweepTest(direction, hitInfo, maxDistance)
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SweepTestAll(direction)
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SweepTestAll(direction, maxDistance)
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ToString()
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WakeUp()
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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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CollisionDetectionMode collisionDetectionMode
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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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RigidbodyInterpolation interpolation
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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(Vector3 force, ForceMode mode)
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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 AddForceAtPosition(Vector3 force, Vector3 position)
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void AddForceAtPosition(Vector3 force, Vector3 position, ForceMode mode)
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void AddRelativeForce(Vector3 force)
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void AddRelativeForce(Vector3 force, ForceMode mode)
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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(Vector3 torque, ForceMode mode)
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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(Vector3 torque, ForceMode mode)
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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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Vector3 ClosestPointOnBounds(Vector3 position)
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bool CompareTag(string tag)
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int GetHashCode()
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Vector3 GetPointVelocity(Vector3 worldPoint)
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Vector3 GetRelativePointVelocity(Vector3 relativePoint)
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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()