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A force applied constantly.
This is a small physics utility class used to apply a continous force to an object.
Rigidbody.AddForce applies a force to the Rigidbody only for one frame, thus you have to keep calling the function. ConstantForce on the other hand will apply the force every frame until you change the force or torque to a new value.
See Also: Rigidbody
force |
The force applied to the rigidbody every frame. |
relativeForce |
The force - relative to the rigid bodies coordinate system - applied every frame. |
torque |
The torque applied to the rigidbody every frame. |
relativeTorque |
The torque - relative to the rigid bodies coordinate system - applied every frame. |
enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
animation |
The Animation attached to this GameObject (null if there is none attached). |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
collider |
The Collider attached to this GameObject (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
gameObject |
The game object this component is attached to. A component is always attached to a game object. |
tag |
The tag of this game object. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponent.<T> |
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GetComponent |
Returns the component with name type if the game object has one attached, null if it doesn't. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInChildren.<T> |
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GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInChildren.<T> |
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GetComponents |
Returns all components of Type type in the GameObject. |
GetComponents.<T> |
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CompareTag |
Is this game object tagged tag? |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Instantiate.<T> |
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Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |