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Rigidbody2D

class in UnityEngine

/

Inherits from: Component

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Description

Rigidbody physics component for 2D sprites.

The Rigidbody2D class essentially provides the same functionality in 2D that the Rigidbody class provides in 3D. Adding a Rigidbody2D component to a sprite puts in under the control of the physics engine. By itself, this means that the sprite will be affected by gravity and can be controlled from scripts using forces. By adding the appropriate collider component, the sprite will also respond to collisions with other sprites. This behaviour comes entirely from Unity's physics system; very little code is required to get impressive and authentic physical behaviour and allows for "emergent" gameplay that was not explicitly coded into the game.

See Also: Rigidbody class, SpriteRenderer class, Collider2D class, Joint2D class.

Variables

angularDragCoefficient of angular drag.
angularVelocityAngular velocity in degrees per second.
centerOfMassThe center of mass of the rigidBody in local space.
collisionDetectionModeThe method used by the physics engine to check if two objects have collided.
constraintsControls which degrees of freedom are allowed for the simulation of this Rigidbody2D.
dragCoefficient of drag.
freezeRotationControls whether physics will change the rotation of the object.
gravityScaleThe degree to which this object is affected by gravity.
inertiaThe rigidBody rotational inertia.
interpolationPhysics interpolation used between updates.
isKinematicShould this rigidbody be taken out of physics control?
massMass of the rigidbody.
positionThe position of the rigidbody.
rotationThe rotation of the rigdibody.
simulatedIndicates whether the rigid body should be simulated or not by the physics system.
sleepModeThe sleep state that the rigidbody will initially be in.
useAutoMassShould the total rigid-body mass be automatically calculated from the [[Collider2D.density]] of attached colliders?
velocityLinear velocity of the rigidbody.
worldCenterOfMassGets the center of mass of the rigidBody in global space.

Public Functions

AddForceApply a force to the rigidbody.
AddForceAtPositionApply a force at a given position in space.
AddRelativeForceAdds a force to the rigidbody2D relative to its coordinate system.
AddTorqueApply a torque at the rigidbody's centre of mass.
GetPointGet a local space point given the point point in rigidBody global space.
GetPointVelocityThe velocity of the rigidbody at the point Point in global space.
GetRelativePointGet a global space point given the point relativePoint in rigidBody local space.
GetRelativePointVelocityThe velocity of the rigidbody at the point Point in local space.
GetRelativeVectorGet a global space vector given the vector relativeVector in rigidBody local space.
GetVectorGet a local space vector given the vector vector in rigidBody global space.
IsAwakeIs the rigidbody "awake"?
IsSleepingIs the rigidbody "sleeping"?
IsTouchingCheck whether any of the collider(s) attached to this rigidbody are touching the collider or not.
IsTouchingLayersChecks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not.
MovePositionMoves the rigidbody to position.
MoveRotationRotates the rigidbody to angle (given in degrees).
SleepMake the rigidbody "sleep".
WakeUpDisables the "sleeping" state of a rigidbody.

Inherited members

Variables

gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject (null if there is none attached).
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.