Rigidbody

More information can be found in the Unity API Reference

Constructors

Constructor

Description

Rigidbody()

Details

class Rigidbody
Rigidbody Rigidbody()
float angularDrag
Vector3 angularVelocity
Vector3 centerOfMass
CollisionDetectionMode collisionDetectionMode
RigidbodyConstraints constraints
bool detectCollisions
float drag
bool freezeRotation
const GameObject gameObject
Vector3 inertiaTensor
Quaternion inertiaTensorRotation
RigidbodyInterpolation interpolation
bool isKinematic
float mass
float maxAngularVelocity
float maxDepenetrationVelocity
string name
Vector3 position
Quaternion rotation
float sleepThreshold
int solverIterations
int solverVelocityIterations
string tag
const Transform transform
bool useGravity
Vector3 velocity
const Vector3 worldCenterOfMass
void AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius)
void AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier)
void AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier, ForceMode mode)
void AddForce(Vector3 force)
void AddForce(Vector3 force, ForceMode mode)
void AddForce(float x, float y, float z)
void AddForce(float x, float y, float z, ForceMode mode)
void AddForceAtPosition(Vector3 force, Vector3 position)
void AddForceAtPosition(Vector3 force, Vector3 position, ForceMode mode)
void AddRelativeForce(Vector3 force)
void AddRelativeForce(Vector3 force, ForceMode mode)
void AddRelativeForce(float x, float y, float z)
void AddRelativeForce(float x, float y, float z, ForceMode mode)
void AddRelativeTorque(Vector3 torque)
void AddRelativeTorque(Vector3 torque, ForceMode mode)
void AddRelativeTorque(float x, float y, float z)
void AddRelativeTorque(float x, float y, float z, ForceMode mode)
void AddTorque(Vector3 torque)
void AddTorque(Vector3 torque, ForceMode mode)
void AddTorque(float x, float y, float z)
void AddTorque(float x, float y, float z, ForceMode mode)
Vector3 ClosestPointOnBounds(Vector3 position)
bool CompareTag(string tag)
int GetHashCode()
Vector3 GetPointVelocity(Vector3 worldPoint)
Vector3 GetRelativePointVelocity(Vector3 relativePoint)
bool IsSleeping()
void MovePosition(Vector3 position)
void MoveRotation(Quaternion rot)
void ResetCenterOfMass()
void ResetInertiaTensor()
void SetDensity(float density)
void Sleep()
bool SweepTest(Vector3 direction, RaycastHit hitInfo)
bool SweepTest(Vector3 direction, RaycastHit hitInfo, float maxDistance)
array<RaycastHit> SweepTestAll(Vector3 direction)
array<RaycastHit> SweepTestAll(Vector3 direction, float maxDistance)
string ToString()
void WakeUp()