Version: 1.3
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  • C#

ArticulationBody.AddForceAtPosition

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Declaration

public void AddForceAtPosition(Vector3 force, Vector3 position, ForceMode mode = ForceMode.Force);

Parameters

force The force vector in world coordinates.
position A position in world coordinates.
mode The type of force to apply.

Description

Applies a force at a specific position, resulting in applying a torque and force on the object.

For realistic effects, position should be approximately in the range of the surface of the Articulation Body. This is ideal for simulating explosions. To create realistic explosions, apply forces over several frames instead of just one. Note that when position is far away from the center of the Articulation Body, the applied torque will be unrealistically large.

You can only apply a force to an active ArticulationBody. If a GameObject is inactive, AddForceAtPosition has no effect.

ForceMode.Force mode modifies the Linear Velocity Per Second and Angular Velicity Per Second accumulators and ForceMode.Impulse mode modifies the Linear Velocity Per Step and Angular Velocity Per Step accumulators. Mixing these 2 ForceModes doesn't work for Articulation Bodies and will result in only the Linear Velocity Per Second accumulator being applied.

For more information on how ForceMode affects velocity, see Rigidbody.AddForce.

Applying a force to an ArticulationBody wakes up that body. If the force size is zero then the ArticulationBody does not wake up.
Unit of measurement - N (newtons).

This method does not support ForceMode.Acceleration and ForceMode.VelocityChange.

Additional resources: AddForce, AddRelativeForce, AddTorque.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void ApplyForce(ArticulationBody body) { Vector3 direction = body.transform.position - transform.position; body.AddForceAtPosition(direction.normalized, transform.position); } }