Rigidbody |
AngularDamping | |
AngularVelocity | |
CollisionEventsEnabled | Enable or disable touch events. If you disable the events then ICollisionListener won't get any touch events and you won't get things like collision sounds. |
CollisionUpdateEventsEnabled | Like CollisionEventsEnabled but means the OnCollisionUpdate gets called when the collision persists |
Gravity | Is gravity enabled or not. |
LinearDamping | |
Locking | |
Mass | |
MassCenter | Center of mass for this rigidbody in local space coordinates. |
MassCenterOverride | |
MassOverride | Override mass for this body, only when value is more than zero |
MotionEnabled | |
OverrideMassCenter | |
PhysicsBody | Get the actual physics body that was created by this component. You should be careful, this can of course be null when the object is not enabled or the physics world is not available. It might also get deleted and re-created, so best use this to access, but don't store it. |
RigidbodyFlags | |
Sleeping | |
StartAsleep | |
Touching | This is a list of all of the triggers that we are touching. |
Velocity |
ApplyForce | Applies linear force to this body |
ApplyForceAt | Applies force to this body at given position. |
ApplyImpulse | Applies instant linear impulse (i.e. a bullet impact) to this body |
ApplyImpulseAt | Applies instant linear impulse (i.e. a bullet impact) to this body at given position |
ApplyTorque | Applies angular velocity to this body. |
ClearForces | Clear accumulated linear forces (Sandbox.Rigidbody.ApplyForce(Vector3@) and Sandbox.Rigidbody.ApplyForceAt(Vector3@,Vector3@)) during this physics frame that were not yet applied to the physics body. |
FindClosestPoint | Returns the closest point to the given one between all convex shapes of this body. |
GetVelocityAtPoint | Returns the world space velocity of a point of the object. This is useful for objects rotating around their own axis/origin. |
SmoothMove | |
SmoothRotate |
SetTargetTransform |