class Rigidbody
Adds physics properties to an object. Requires a collider to be attached to the same object.
public bool Gravity { get; set; }
Is gravity enabled or not.
public float MassOverride { get; set; }
Override mass for this body, only when value is more than zero
public Vector3 MassCenter { get; }
Center of mass for this rigidbody in local space coordinates.
public bool CollisionEventsEnabled { get; set; }
Enable or disable touch events. If you disable the events then ICollisionListener won't get any touch events and you won't get things like collision sounds.
public bool CollisionUpdateEventsEnabled { get; set; }
Like CollisionEventsEnabled but means the OnCollisionUpdate gets called when the collision persists
public bool Sleeping { get; set; }
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public PhysicsBody PhysicsBody { get; }
Get the actual physics body that was created by this component. You should be careful, this can of course be null when the object is not enabled or the physics world is not available. It might also get deleted and re-created, so best use this to access, but don't store it.
public Vector3 FindClosestPoint( ref Vector3 position )
Returns the closest point to the given one between all convex shapes of this body.
public Vector3 GetVelocityAtPoint( ref Vector3 position )
Returns the world space velocity of a point of the object. This is useful for objects rotating around their own axis/origin.
public void ApplyForceAt( ref Vector3 position, ref Vector3 force )
Applies force to this body at given position.
public void ApplyForce( ref Vector3 force )
Applies linear force to this body
public void ApplyTorque( ref Vector3 force )
Applies angular velocity to this body.
public void ApplyImpulseAt( ref Vector3 position, ref Vector3 force )
Applies instant linear impulse (i.e. a bullet impact) to this body at given position
public void ApplyImpulse( ref Vector3 force )
Applies instant linear impulse (i.e. a bullet impact) to this body
public void SmoothMove( ref Transform transform, float timeToArrive, float timeDelta )
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public void SmoothMove( ref Vector3 position, float timeToArrive, float timeDelta )
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public void SmoothRotate( ref Rotation rotation, float timeToArrive, float timeDelta )
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public IEnumerable<Collider> Touching { get; }
This is a list of all of the triggers that we are touching.
public Transform LocalTransform { get; set; }
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public Guid Id { get; }
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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )
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public Rotation LocalRotation { get; set; }
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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponents( bool includeDisabled = False )
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public T GetComponent( bool includeDisabled = False )
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public T GetOrAddComponent( bool startEnabled = True )
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public T AddComponent( bool startEnabled = True )
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public ComponentFlags Flags { get; set; }
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public Vector3 LocalPosition { get; set; }
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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )
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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )
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public GameObject.NetworkAccessor Network { get; }
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public void Deserialize( JsonObject node )
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public bool IsProxy { get; }
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public DebugOverlaySystem DebugOverlay { get; }
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public bool Equals( object obj )
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public string ToString( )
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public Type GetType( )
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public Vector3 WorldScale { get; set; }
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public Rotation WorldRotation { get; set; }
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public Vector3 WorldPosition { get; set; }
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public Transform WorldTransform { get; set; }
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public int ComponentVersion { get; }
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public void DeserializeImmediately( JsonObject node )
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public Vector3 LocalScale { get; set; }
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public JsonNode Serialize( GameObject.SerializeOptions options = null )
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public Rigidbody( )
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public Action OnComponentUpdate { get; set; }
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public float LinearDamping { get; set; }
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public float AngularDamping { get; set; }
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public float Mass { get; }
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public bool OverrideMassCenter { get; set; }
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public Vector3 MassCenterOverride { get; set; }
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public PhysicsLock Locking { get; set; }
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public bool StartAsleep { get; set; }
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public RigidbodyFlags RigidbodyFlags { get; set; }
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public Vector3 Velocity { get; set; }
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public Vector3 AngularVelocity { get; set; }
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public bool MotionEnabled { get; set; }
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public void ClearForces( )
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public Scene Scene { get; }
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public ITagSet Tags { get; }
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public GameTransform Transform { get; }
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public ComponentList Components { get; }
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public bool Enabled { get; set; }
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public bool Active { get; }
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public bool IsValid { get; }
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public Action OnComponentEnabled { get; set; }
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public Action OnComponentStart { get; set; }
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public int GetHashCode( )
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public Action OnComponentFixedUpdate { get; set; }
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public Action OnComponentDisabled { get; set; }
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public Action OnComponentDestroy { get; set; }
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public void Destroy( )
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public void DestroyGameObject( )
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public void Reset( )
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public GameObject GameObject { get; }
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public void EditLog( string name, object source )
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