C) RigidBody.AddForce
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C) RigidBody.AddForce
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).
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.
public class RigidBodyAddForce : MonoBehaviour { public float forceMult = 200; //velocity float multiplier private Rigidbody rb; //declarate Class Rigidbody private void Awake() { rb = GetComponent<Rigidbody>(); } private void Update() { rb.AddForce(transform.up * forceMult * Time.deltaTime); } }
- 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).
- GameObject is activated in private void Awake();
- transform.up is the unit vector defined by (0, 0, 1).