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	<title>C) RigidBody.AddForce - Versionsgeschichte</title>
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		<title>TomasM: Die Seite wurde neu angelegt: „'''C) RigidBody.AddForce'''  '''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, whi…“</title>
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		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „&amp;#039;&amp;#039;&amp;#039;C) RigidBody.AddForce&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;RigidBody:&amp;#039;&amp;#039;&amp;#039; Adding a Rigidbody component to a GameObject will put its motion under the control of Unity&amp;#039;s physics engine, whi…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, which is a long list of physical properties such as acceleration, mass, gravity, inertia, etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyAddForce : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200; //velocity float multiplier&lt;br /&gt;
    private Rigidbody rb; //declarate Class Rigidbody&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.AddForce(transform.up * forceMult * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
* The effect of the float forceMult (multiplier) over the RigidBody’s  velocity  is acceleration, it´s adding force every frame. A divider would be deceleration (transform.up / forceDiv). &lt;br /&gt;
* GameObject is activated in private void Awake(); &lt;br /&gt;
* transform.up  is the unit vector defined by (0, 0, 1).&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
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