Use ForceMode to specify how to apply a force using Rigidbody.AddForce.
The AddForce function impacts how your GameObject moves by allowing you to define your own force vector, as well as choosing how to apply this force to the GameObject (this GameObject must have a Rigidbody component attached).
ForceMode allows you to choose from four different ways to affect the GameObject using this Force: Acceleration, Force, Impulse, and VelocityChange.
#pragma strict public class ForceModeExample extends MonoBehaviour { enum ModeSwitching { Start, Impulse, Acceleration, Force, VelocityChange, } var m_ModeSwitching: ModeSwitching; var m_StartPosm_StartForce: Vector3; var m_NewForce: Vector3; var m_Rigidbody: Rigidbody; var m_ForceXString: String = String.Empty; var m_ForceYString: String = String.Empty; var m_ForceXm_ForceY: float; var m_Result: float; function Start() { //You get the Rigidbody component you attach to the GameObject m_Rigidbody = GetComponent.<Rigidbody>(); //This starts at first mode (nothing happening yet) m_ModeSwitching = ModeSwitching.Start; //Initialising the force which is used on GameObject in various ways m_NewForce = new Vector3(-5.0f, 1.0f, 0.0f); //Initialising floats m_ForceX = 0; m_ForceY = 0; //The forces typed in from the text fields (the ones you can manipulate in Game view) m_ForceXString = "0"; m_ForceYString = "0"; //The GameObject's starting position and Rigidbody position m_StartPos = transform.position; m_StartForce = m_Rigidbody.transform.position; } function FixedUpdate() { //If the current mode is not the starting mode (or the GameObject is not reset), the force can change if (m_ModeSwitching != ModeSwitching.Start) { //The force changes depending what you input into the text fields m_NewForce = new Vector3(m_ForceX, m_ForceY, 0); } //Here, switching modes depend on button presses in the Game mode switch (m_ModeSwitching) { //This is the starting mode which resets the GameObject case ModeSwitching.Start://This resets the GameObject and Rigidbody to their starting positions //This resets the GameObject and Rigidbody to their starting positions
transform.position = m_StartPos;
m_Rigidbody.transform.position = m_StartForce; //This resets the velocity of the Rigidbody //This resets the velocity of the Rigidbody
m_Rigidbody.velocity = new Vector3(0f, 0f, 0f);
break; //This is Acceleration mode case ModeSwitching.Acceleration://The function converts the text fields into floats and updates the Rigidbody’s force //The function converts the text fields into floats and updates the Rigidbody’s force
MakeCustomForce(); //Use Acceleration as the force on the Rigidbody //Use Acceleration as the force on the Rigidbody
m_Rigidbody.AddForce(m_NewForce, ForceMode.Acceleration);
break; //This is Force Mode, using a continuous force on the Rigidbody considering its mass case ModeSwitching.Force://Converts the text fields into floats and updates the force applied to the Rigidbody //Converts the text fields into floats and updates the force applied to the Rigidbody
MakeCustomForce(); //Use Force as the force on GameObject’s Rigidbody //Use Force as the force on GameObject’s Rigidbody
m_Rigidbody.AddForce(m_NewForce, ForceMode.Force);
break; //This is Impulse Mode, which involves using the Rigidbody’s mass to apply an instant impulse force. case ModeSwitching.Impulse://The function converts the text fields into floats and updates the force applied to the Rigidbody //The function converts the text fields into floats and updates the force applied to the Rigidbody
MakeCustomForce(); //Use Impulse as the force on GameObject //Use Impulse as the force on GameObject
m_Rigidbody.AddForce(m_NewForce, ForceMode.Impulse);
break; //This is VelocityChange which involves ignoring the mass of the GameObject and impacting it with a sudden speed change in a direction case ModeSwitching.VelocityChange://Converts the text fields into floats and updates the force applied to the Rigidbody //Converts the text fields into floats and updates the force applied to the Rigidbody
MakeCustomForce(); //Make a Velocity change on the Rigidbody //Make a Velocity change on the Rigidbody
m_Rigidbody.AddForce(m_NewForce, ForceMode.VelocityChange);
break; } } //The function outputs buttons, text fields, and other interactable UI elements to the Scene in Game view function OnGUI() { //Getting the inputs from each text field and storing them as strings m_ForceXString = GUI.TextField(new Rect(300, 10, 200, 20), m_ForceXString, 25); m_ForceYString = GUI.TextField(new Rect(300, 30, 200, 20), m_ForceYString, 25); //Press the button to reset the GameObject and Rigidbody if (GUI.Button(new Rect(100, 0, 150, 30), "Reset")) { //This switches to the start/reset case m_ModeSwitching = ModeSwitching.Start; } //When you press the Acceleration button, switch to Acceleration mode if (GUI.Button(new Rect(100, 30, 150, 30), "Apply Acceleration")) { //Switch to Acceleration (apply acceleration force to GameObject) m_ModeSwitching = ModeSwitching.Acceleration; } //If you press the Impulse button if (GUI.Button(new Rect(100, 60, 150, 30), "Apply Impulse")) { //Switch to impulse (apply impulse forces to GameObject) m_ModeSwitching = ModeSwitching.Impulse; } //If you press the Force Button, switch to Force state if (GUI.Button(new Rect(100, 90, 150, 30), "Apply Force")) { //Switch to Force (apply force to GameObject) m_ModeSwitching = ModeSwitching.Force; } //Press the button to switch to VelocityChange state if (GUI.Button(new Rect(100, 120, 150, 30), "Apply Velocity Change")) { //Switch to velocity changing m_ModeSwitching = ModeSwitching.VelocityChange; } } //Changing strings to floats for the forces function ConvertToFloat(Name: String) { float.TryParse(Name, m_Result); return m_Result; } //Set the converted float from the text fields as the forces to apply to the Rigidbody function MakeCustomForce() { //This converts the strings to floats m_ForceX = ConvertToFloat(m_ForceXString); m_ForceY = ConvertToFloat(m_ForceYString); } }
using UnityEngine;
public class ForceModeExample : MonoBehaviour { //Use to switch between Force Modes enum ModeSwitching { Start, Impulse, Acceleration, Force, VelocityChange }; ModeSwitching m_ModeSwitching;
Vector3 m_StartPos, m_StartForce; Vector3 m_NewForce; Rigidbody m_Rigidbody;
string m_ForceXString = string.Empty; string m_ForceYString = string.Empty;
float m_ForceX, m_ForceY; float m_Result;
void Start() { //You get the Rigidbody component you attach to the GameObject m_Rigidbody = GetComponent<Rigidbody>();
//This starts at first mode (nothing happening yet) m_ModeSwitching = ModeSwitching.Start;
//Initialising the force which is used on GameObject in various ways m_NewForce = new Vector3(-5.0f, 1.0f, 0.0f);
//Initialising floats m_ForceX = 0; m_ForceY = 0;
//The forces typed in from the text fields (the ones you can manipulate in Game view) m_ForceXString = "0"; m_ForceYString = "0";
//The GameObject's starting position and Rigidbody position m_StartPos = transform.position; m_StartForce = m_Rigidbody.transform.position; }
void FixedUpdate() { //If the current mode is not the starting mode (or the GameObject is not reset), the force can change if (m_ModeSwitching != ModeSwitching.Start) { //The force changes depending what you input into the text fields m_NewForce = new Vector3(m_ForceX, m_ForceY, 0); }
//Here, switching modes depend on button presses in the Game mode switch (m_ModeSwitching) { //This is the starting mode which resets the GameObject case ModeSwitching.Start: //This resets the GameObject and Rigidbody to their starting positions transform.position = m_StartPos; m_Rigidbody.transform.position = m_StartForce;
//This resets the velocity of the Rigidbody m_Rigidbody.velocity = new Vector3(0f, 0f, 0f); break;
//These are the modes ForceMode can force on a Rigidbody //This is Acceleration mode case ModeSwitching.Acceleration: //The function converts the text fields into floats and updates the Rigidbody’s force MakeCustomForce();
//Use Acceleration as the force on the Rigidbody m_Rigidbody.AddForce(m_NewForce, ForceMode.Acceleration); break;
//This is Force Mode, using a continuous force on the Rigidbody considering its mass case ModeSwitching.Force: //Converts the text fields into floats and updates the force applied to the Rigidbody MakeCustomForce();
//Use Force as the force on GameObject’s Rigidbody m_Rigidbody.AddForce(m_NewForce, ForceMode.Force); break;
//This is Impulse Mode, which involves using the Rigidbody’s mass to apply an instant impulse force. case ModeSwitching.Impulse: //The function converts the text fields into floats and updates the force applied to the Rigidbody MakeCustomForce();
//Use Impulse as the force on GameObject m_Rigidbody.AddForce(m_NewForce, ForceMode.Impulse); break;
//This is VelocityChange which involves ignoring the mass of the GameObject and impacting it with a sudden speed change in a direction case ModeSwitching.VelocityChange: //Converts the text fields into floats and updates the force applied to the Rigidbody MakeCustomForce();
//Make a Velocity change on the Rigidbody m_Rigidbody.AddForce(m_NewForce, ForceMode.VelocityChange); break; } }
//The function outputs buttons, text fields, and other interactable UI elements to the Scene in Game view void OnGUI() { //Getting the inputs from each text field and storing them as strings m_ForceXString = GUI.TextField(new Rect(300, 10, 200, 20), m_ForceXString, 25); m_ForceYString = GUI.TextField(new Rect(300, 30, 200, 20), m_ForceYString, 25);
//Press the button to reset the GameObject and Rigidbody if (GUI.Button(new Rect(100, 0, 150, 30), "Reset")) { //This switches to the start/reset case m_ModeSwitching = ModeSwitching.Start; }
//When you press the Acceleration button, switch to Acceleration mode if (GUI.Button(new Rect(100, 30, 150, 30), "Apply Acceleration")) { //Switch to Acceleration (apply acceleration force to GameObject) m_ModeSwitching = ModeSwitching.Acceleration; }
//If you press the Impulse button if (GUI.Button(new Rect(100, 60, 150, 30), "Apply Impulse")) { //Switch to impulse (apply impulse forces to GameObject) m_ModeSwitching = ModeSwitching.Impulse; }
//If you press the Force Button, switch to Force state if (GUI.Button(new Rect(100, 90, 150, 30), "Apply Force")) { //Switch to Force (apply force to GameObject) m_ModeSwitching = ModeSwitching.Force; }
//Press the button to switch to VelocityChange state if (GUI.Button(new Rect(100, 120, 150, 30), "Apply Velocity Change")) { //Switch to velocity changing m_ModeSwitching = ModeSwitching.VelocityChange; } }
//Changing strings to floats for the forces float ConvertToFloat(string Name) { float.TryParse(Name, out m_Result); return m_Result; }
//Set the converted float from the text fields as the forces to apply to the Rigidbody void MakeCustomForce() { //This converts the strings to floats m_ForceX = ConvertToFloat(m_ForceXString); m_ForceY = ConvertToFloat(m_ForceYString); } }
Force | Add a continuous force to the rigidbody, using its mass. |
Acceleration | Add a continuous acceleration to the rigidbody, ignoring its mass. |
Impulse | Add an instant force impulse to the rigidbody, using its mass. |
VelocityChange | Add an instant velocity change to the rigidbody, ignoring its mass. |