Version: 2021.1
LanguageEnglish
  • C#

PointEffector2D

class in UnityEngine

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Inherits from:Effector2D

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Implemented in:UnityEngine.Physics2DModule

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Description

Applies forces to attract/repulse against a point.

When the source Collider2D is a trigger, the effector will apply forces whenever the target Collider2D overlaps the source. When the source Collider isn't a trigger, the effector will apply forces whenever the target Collider2D is in contact with the source only.

This effector is designed primarily to work with source Collider2D that are set as triggers so that target Collider2D can overlap the defined area.

Properties

angularDragThe angular drag to apply to rigid-bodies.
distanceScaleThe scale applied to the calculated distance between source and target.
dragThe linear drag to apply to rigid-bodies.
forceMagnitudeThe magnitude of the force to be applied.
forceModeThe mode used to apply the effector force.
forceSourceThe source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point.
forceTargetThe target for where the effector applies any force.
forceVariationThe variation of the magnitude of the force to be applied.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
colliderMaskThe mask used to select specific layers allowed to interact with the effector.
useColliderMaskShould the collider-mask be used or the global collision matrix?
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children. Works recursively.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.
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