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
-
const Transform
transform
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bool
useGravity
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Vector3
velocity
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const Vector3
worldCenterOfMass
-
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)
-
void
AddForce
(float x, float y, float z, ForceMode mode)
-
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)
-
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)
-
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
()