Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Rigidbody.AddForce

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public method AddForce(force: Vector3, mode: ForceMode = ForceMode.Force): void;
public void AddForce(Vector3 force, ForceMode mode = ForceMode.Force);

Parameters

force Force vector in world coordinates.
mode Type of force to apply.

Description

Adds a force to the Rigidbody.

Force is applied continuously along the direction of the force vector. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.

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

By default the Rigidbody's state is set to awake once a force is applied, unless the force is Vector3.zero.

See Also: AddForceAtPosition, AddRelativeForce, AddTorque.

This example applies a forward force to the GameObject's Rigidbody.

#pragma strict
public var thrust: float;
public var rb: Rigidbody;
function Start() {
	rb = GetComponent.<Rigidbody>();
}
function FixedUpdate() {
	rb.AddForce(transform.forward * thrust);
}
using UnityEngine;

public class ExampleClass : MonoBehaviour { public float thrust; public Rigidbody rb;

void Start() { rb = GetComponent<Rigidbody>(); }

void FixedUpdate() { rb.AddForce(transform.forward * thrust); } }

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

Parameters

x Size of force along the world x-axis.
y Size of force along the world y-axis.
z Size of force along the world z-axis.
mode Type of force to apply.

Description

Adds a force to the Rigidbody.

Force is applied continuously along the direction of the x,y and z vectors. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.

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

By default the Rigidbody's state is set to awake once a force is applied, unless the force is Vector3.zero.

See Also: AddForceAtPosition, AddRelativeForce, AddTorque.

This example applies an Impulse force along the Z axis to the GameObject's Rigidbody.

#pragma strict
public var thrust: float;
public var rb: Rigidbody;
function Start() {
	rb = GetComponent.<Rigidbody>();
}
function FixedUpdate() {
	rb.AddForce(0, 0, thrust, ForceMode.Impulse);
}
using UnityEngine;

public class ExampleClass : MonoBehaviour { public float thrust; public Rigidbody rb;

void Start() { rb = GetComponent<Rigidbody>(); }

void FixedUpdate() { rb.AddForce(0, 0, thrust, ForceMode.Impulse); } }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答