Version: 2019.2
public void AddForce (Vector2 force, ForceMode2D mode= ForceMode2D.Force);

パラメーター

force力の X および Y 軸方向の成分
mode指定した力の適用方式

説明

Rigidbody に力を適用します

力は X および Y 軸方向の別々の成分として指定され( 2D 物理挙動では Z 軸方向がないことに注意)、オブジェクトは力 = 重さ x 加速度の法則にしたがって、加速が加えられ、重さが大きいほど特定速度まで加速させるのに、より多くの力が必要となります。

If you don’t specify a ForceMode2D the default will be used. The default in this case is ForceMode2D.Force which adds force over time, using mass.

To use the example scripts below, drag and drop your chosen script onto a Sprite in the Hierarchy. Make sure that the Sprite has a Rigidbody2D component.

See Also: AddForceAtPosition, AddTorque, mass, velocity, AddForce, ForceMode2D.

// The sprite will fall under its weight.  After a short time the
// sprite will start its upwards travel due to the thrust force that is added
// in the opposite direction

using UnityEngine; using System.Collections;

public class ExampleTwo : MonoBehaviour { private Rigidbody2D rb2D; private float thrust = 10.0f;

void Start() { rb2D = gameObject.AddComponent<Rigidbody2D>(); transform.position = new Vector3(0.0f, -2.0f, 0.0f); }

void FixedUpdate() { rb2D.AddForce(transform.up * thrust); } }
// For short bursts of force (such as an explosion) use ForceMode2D.Impulse
// This adds an instant force impulse to the Rigidbody2D, using mass

using System.Collections; using UnityEngine;

public class ExampleOne : MonoBehaviour { private Rigidbody2D rb2D; private float thrust = 10.0f;

private void Start() { rb2D = gameObject.AddComponent<Rigidbody2D>(); transform.position = new Vector3(0.0f, -2.0f, 0.0f); }

private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { rb2D.AddForce(transform.up * thrust, ForceMode2D.Impulse); } } }
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