In the virtual world, any object is not dynamic, to want to become real, rigidbody is an essential component, the following describes the various properties of Rigidbody:
- Mass: Quality
- Drag: Resistance, air resistance of the object in motion, 0 means there is no air resistance, like throwing something out, and if it has no resistance, it will keep moving in the direction you lose.
- Angular Drag: Angular resistance is also called Torque Force , torque Force is a special kind of power torch to make the object rotate.
- Use Gravity: Gravity is used and is affected by gravity when turned on.
- Is kinematic: Whether the dynamics is turned on, is not affected by the physical engine when turned on, and can only be manipulated by the transform property. This property is typically used to simulate the movement of a platform, or an animation with a hinged joint-linked rigid body.
- Interpolate: interpolation, used to control the motion jitter of the rigid body, the following three values are optional.
- None: no interpolation
- Interpolate: Interpolated value, based on the previous frame of the transform to smooth the TRANSFOMR.
- Extrapolate: outer interpolation, based on the next frame of transform to smooth the transform.
- Collsion Detection: Collision detection for controlling objects that avoid high-speed movement through other objects without collisions.
- Discrete: Discrete collision Detection (default), collision detection with many other colliding bodies in the scene.
- Continuous: Continuous collision detection, this mode has a great impact on physical performance, if you do not need to do fast moving objects collision detection, is to use discrete mode.
- Continuous dynamic: Continuous collision detection mode.
- Constraints: Constraints control the movement of rigid bodies.
- Freeze Position: Frozen position, rigid body object in world coordinate system X,yz, move in axis direction will not be valid
- Freeze Rotation: Freeze rotation
Just realized that the object is moving under the physical engine, simulating the behavior of an object in the real world after being subjected to force.
Typically, if you use a rigid body to manipulate a game object, you do not need to transform it.
Original Unity3d-Rigid body parts of the physics engine (rigidbody)