Version: 2023.1
public void AddForce (Vector3 force, ForceMode mode= ForceMode.Force);

参数

force 力矢量(世界坐标)。
mode 要施加的力的类型。

描述

Rigidbody 添加力。

沿 force 矢量的方向连续施加力。可以指定 ForceMode /mode/,以将力的类型更改为 Acceleration、Impulse 或 Velocity Change。

The effects of the forces applied with this function are accumulated at the time of the call. The physics system applies the effects during the next simulation run (either after FixedUpdate, or when the script explicitly calls the Physics.Simulate method). Because this function has different modes, the physics system only accumulates the resulting velocity change, not the passed force values. Assuming deltaTime (DT) is equal to the simulation step length (Time.fixedDeltaTime), and mass is equal to the mass of the Rigidbody the force is being applied to, here is how the velocity change is calculated for all the modes: ForceMode.Force: Interprets the input as force (measured in Newtons), and changes the velocity by the value of force * DT / mass. The effect depends on the simulation step length and the mass of the body. ForceMode.Acceleration: Interprets the parameter as acceleration (measured in meters per second squared), and changes the velocity by the value of force * DT. The effect depends on the simulation step length but doesn't depend on the mass of the body. ForceMode.Impulse: Interprets the parameter as an impulse (measured in Newtons per second), and changes the velocity by the value of force / mass. The effect depends on the mass of the body but doesn't depend on the simulation step length. ForceMode.VelocityChange: Interprets the parameter as a direct velocity change (measured in meters per second), and changes the velocity by the value of force. The effect doesn't depend on the mass of the body or the simulation step length. 力只能施加于处于活动状态的刚体。如果 GameObject 处于非活动状态,则 AddForce 没有效果。此外,刚体不能是运动刚体。

默认情况下,一旦施加力(Vector3.zero 力除外),刚体的状态就会被设置为唤醒。

另请参阅:AddForceAtPositionAddRelativeForceAddTorque

该示例向 GameObject 的 Rigidbody 施加前进力。

using UnityEngine;

public class Example : MonoBehaviour { Rigidbody m_Rigidbody; public float m_Thrust = 20f;

void Start() { //Fetch the Rigidbody from the GameObject with this script attached m_Rigidbody = GetComponent<Rigidbody>(); }

void FixedUpdate() { if (Input.GetButton("Jump")) { //Apply a force to this Rigidbody in direction of this GameObjects up axis m_Rigidbody.AddForce(transform.up * m_Thrust); } } }

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

参数

x 沿世界 X 轴的力大小。
y 沿世界 Y 轴的力大小。
z 沿世界 Z 轴的力大小。
mode 要施加的力的类型。

描述

Rigidbody 添加力。

该示例向 GameObject 的 Rigidbody 施加沿 Z 轴的 Impulse 力。

using UnityEngine;

public class Example : MonoBehaviour { public float thrust = 1.0f; public Rigidbody rb;

void Start() { rb = GetComponent<Rigidbody>(); rb.AddForce(0, 0, thrust, ForceMode.Impulse); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961