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Rigidbody.AddRelativeForce

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public function AddRelativeForce(force: Vector3, mode: ForceMode = ForceMode.Force): void;
public void AddRelativeForce(Vector3 force, ForceMode mode = ForceMode.Force);
public function AddRelativeForce(force: Vector3, mode: ForceMode = ForceMode.Force): void;
public void AddRelativeForce(Vector3 force, ForceMode mode = ForceMode.Force);

Parameters

force Force vector in local coordinates.

Description

Adds a force to the rigidbody relative to its coordinate system.

Force can be applied only to an active rigidbody. If a GameObject is inactive, AddRelativeForce has no effect.

Wakes up the Rigidbody by default. If the force size is zero then the Rigidbody will not be woken up.

See Also: AddForce, AddForceAtPosition, AddRelativeTorque.

#pragma strict
// Add a thrust force to push an object in its current forward
// direction (to simulate a rocket motor, say).
public var thrust: float;
public var rb: Rigidbody;
function Start() {
	rb = GetComponent.<Rigidbody>();
}
function FixedUpdate() {
	rb.AddRelativeForce(Vector3.forward * thrust);
}
using UnityEngine;
using System.Collections;

// Add a thrust force to push an object in its current forward // direction (to simulate a rocket motor, say). public class ExampleClass : MonoBehaviour { public float thrust; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); } void FixedUpdate() { rb.AddRelativeForce(Vector3.forward * thrust); } }

public function AddRelativeForce(x: float, y: float, z: float, mode: ForceMode = ForceMode.Force): void;
public void AddRelativeForce(float x, float y, float z, ForceMode mode = ForceMode.Force);
public function AddRelativeForce(x: float, y: float, z: float, mode: ForceMode = ForceMode.Force): void;
public void AddRelativeForce(float x, float y, float z, ForceMode mode = ForceMode.Force);

Parameters

x Size of force along the local x-axis.
y Size of force along the local y-axis.
z Size of force along the local z-axis.

Description

Adds a force to the rigidbody relative to its coordinate system.

Force can be applied only to an active rigidbody. If a GameObject is inactive, AddRelativeForce has no effect.

Wakes up the Rigidbody by default. If the force size is zero then the Rigidbody will not be woken up.