RigidBody#
This component provides a physics-based way to control the movement and position of an entity. An entity with a
RigidBody component is controlled by GameKit's physics engine and responds to applied forces, gravity and collisions.
When a RigidBody is attached to an entity, it overrides the Transform global position and rotation directly with the
computed physics position and rotation.
An entity with
RigidBodyattached cannot be a descendant of another entity which also hasRigidBodyattached. Attempting to do this will result in a runtime exception.
Public Methods#
| Method | Description |
|---|---|
setMetaData |
Sets a custom object with user-defined attributes as the metadata. In collisions, you can retrieve this metadata to identify specific RigidBody components |
setGravityScale |
Sets the world gravity multiplier |
setPosition |
Sets the global position |
setRotation |
+1 Sets the global rotation (in radian) about its center+2 Sets the global rotation (in radian) about a specified point |
setLinearVelocity |
Sets the linear velocity |
applyForce |
Applies a linear force vector |
applyImpulse |
Applies a linear impulse vector |
applyTorque |
Applies a torque (rotational force) about its center |
containsPoint |
Determines if a point is contained in at least one of the colliders associated with this RigidBody |