Control of an object's position through physics simulation.
angularDrag | The angular drag of the object. |
---|---|
angularVelocity | The angular velocity vector of the rigidbody. |
centerOfMass | The center of mass relative to the transform's origin. |
collisionDetectionMode | The Rigidbody's collision detection mode. |
constraints | Controls which degrees of freedom are allowed for the simulation of this Rigidbody. |
detectCollisions | Should collision detection be enabled? (By default always enabled). |
drag | The drag of the object. |
freezeRotation | Controls whether physics will change the rotation of the object. |
inertiaTensor | The diagonal inertia tensor of mass relative to the center of mass. |
inertiaTensorRotation | The rotation of the inertia tensor. |
interpolation | Interpolation allows you to smooth out the effect of running physics at a fixed frame rate. |
isKinematic | Controls whether physics affects the rigidbody. |
mass | The mass of the rigidbody. |
maxAngularVelocity | The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }. |
position | The position of the rigidbody. |
rotation | The rotation of the rigdibody. |
sleepAngularVelocity | The angular velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity }. |
sleepVelocity | The linear velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity }. |
solverIterationCount | Allows you to override the solver iteration count per rigidbody. |
useConeFriction | Force cone friction to be used for this rigidbody. |
useGravity | Controls whether gravity affects this rigidbody. |
velocity | The velocity vector of the rigidbody. |
worldCenterOfMass | The center of mass of the rigidbody in world space (Read Only). |
AddExplosionForce | Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody. |
---|---|
AddForce | Adds a force to the rigidbody. As a result the rigidbody will start moving. |
AddForceAtPosition | Applies force at position. As a result this will apply a torque and force on the object. |
AddRelativeForce | Adds a force to the rigidbody relative to its coordinate system. |
AddRelativeTorque | Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system. |
AddTorque | Adds a torque to the rigidbody. |
ClosestPointOnBounds | The closest point to the bounding box of the attached colliders. |
GetPointVelocity | The velocity of the rigidbody at the point worldPoint in global space. |
GetRelativePointVelocity | The velocity relative to the rigidbody at the point relativePoint. |
IsSleeping | Is the rigidbody sleeping? |
MovePosition | Moves the rigidbody to position. |
MoveRotation | Rotates the rigidbody to rotation. |
SetDensity | Sets the mass based on the attached colliders assuming a constant density. |
Sleep | Forces a rigidbody to sleep at least one frame. |
SweepTest | Tests if a rigidbody would collide with anything, if it was moved through the scene. |
SweepTestAll | Like Rigidbody.SweepTest, but returns all hits. |
WakeUp | Forces a rigidbody to wake up. |
OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
---|---|
OnCollisionExit | OnCollisionEnter is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
animation | The Animation attached to this GameObject (null if there is none attached). |
---|---|
audio | The AudioSource attached to this GameObject (null if there is none attached). |
camera | The Camera attached to this GameObject (null if there is none attached). |
collider | The Collider attached to this GameObject (null if there is none attached). |
collider2D | The Collider2D component attached to the object. |
constantForce | The ConstantForce 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. |
guiText | The GUIText attached to this GameObject (null if there is none attached). |
guiTexture | The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
hingeJoint | The HingeJoint attached to this GameObject (null if there is none attached). |
light | The Light 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). |
particleEmitter | The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem | The ParticleSystem attached to this GameObject (null if there is none attached). |
renderer | The Renderer attached to this GameObject (null if there is none attached). |
rigidbody | The Rigidbody attached to this GameObject (null if there is none attached). |
rigidbody2D | The Rigidbody2D that is attached to the Component's GameObject. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
---|---|
CompareTag | Is this game object tagged with tag? |
GetComponent | Returns the component of Type 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. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
---|---|
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
---|---|
operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |