# Rigidbody 刚体

Inherits from Component

Control of an object's position through physics simulation.

Rigidbody components take control over an object's position - it makes the objects fall down under the influence of gravity, and can calculate how objects will respond to collisions.

Rigidbody组件控制物体的位置 - 它使物体在重力影响下下落，并可计算物体将怎样响应碰撞。

When manipulating rigidbody parameters you should work inside the FixedUpdate function. Physics simulation is carried out in discrete timesteps. The FixedUpdate function is called immediately before each step.

Things to watch out for when using rigid bodies:

1. If your simulation looks like slow motion and not solid: This is a problem of scale. When your game world is huge everything will appear to be move very slowly. Make sure all your models are in real world sizes. For example a car should be around 4 meters long. A character around 2 meters high. An object falls at the same acceleration no matter big or small, heavy or light. If your game world has a large scale, objects will still fall at the same acceleration. But since everything is larger, objects will appear like they fall slower.

### Variables变量

• The velocity vector of the rigidbody.
刚体的速度向量。
• The angular velocity vector of the rigidbody.
刚体的角速度向量。
• The drag of the object.
物体的阻力。
• The angular drag of the object.
物体的角阻力。
• The mass of the rigidbody.
刚体的质量。
• Controls whether gravity affects this rigidbody.
控制重力是否影响整个刚体。
• Controls whether physics affects the rigidbody.
控制物理学是否够影响这个刚体。
• Controls whether physics will change the rotation of the object.
控制物理是否改变物体的旋转。
• The Rigidbody's collision detection mode.
刚体的碰撞检测模式。
• The center of mass relative to the transform's origin.
相对于变换原点的质量中心。
• The center of mass of the rigidbody in world space (Read Only).
在世界坐标空间的刚体的质量中心。（只读）
• The rotation of the inertia tensor.
惯性张量的旋转。
• The diagonal inertia tensor of mass relative to the center of mass.
相对于重心的质量的惯性张量对角线。
• Should collision detection be enabled? (By default always enabled)
碰撞检测应否启用？（默认总是启用的）
• Force cone friction to be used for this rigidbody.
用于该刚体的锥形摩擦力。
• The position of the rigidbody.
该刚体的位置。
• The rotation of the rigdibody.
该刚体的旋转。
• Interpolation allows you to smooth out the effect of running physics at a fixed frame rate.
插值允许你以固定的帧率平滑物理运行效果。
• Allows you to override the solver iteration count per rigidbody.
允许你覆盖每个刚体的求解迭代次数。
• The linear velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity }
线性速度，低于该值的物体将开始休眠。（默认0.14）范围{0, infinity}
• The angular velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity }
角速度，低于该值的物体将开始休眠。（默认0.14）范围{0, infinity}
• The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }
刚体的最大角速度，（默认7）范围{0, infinity}

### Functions函数

• Sets the mass based on the attached colliders assuming a constant density.
基于附加的碰撞器假设一个固定的密度设置质量。
• Adds a force to the rigidbody. As a result the rigidbody will start moving.
添加一个力到刚体。作为结果刚体将开始移动。
• Adds a force to the rigidbody relative to its coordinate system.
添加一个力到刚体。相对于它的系统坐标。
• Adds a torque to the rigidbody.
添加一个力矩到刚体。
• Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system.
添加一个力矩到刚体，相对于刚体自身的坐标系统。
• Applies force at position. As a result this will apply a torque and force on the object.
在position位置应用force力。作为结果这个将在这个物体上应用一个力矩和力。
• Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody.
应用一个力到刚体来模拟爆炸效果。爆炸力将随着到刚体的距离线形衰减。
• The closest point to the bounding box of the attached colliders.
到附加的碰撞器边界框上的最近点。
• The velocity relative to the rigidbody at the point relativePoint.
相对于刚体在relativePoint点的速度。
• The velocity of the rigidbody at the point worldPoint in global space.
刚体在世界坐标空间中worldPoint点的速度。
• Moves the rigidbody to position.
移动刚体到position。
• Rotates the rigidbody to rotation.
旋转刚体到rot。
• Forces a rigidbody to sleep at least one frame.
强制一个刚体休眠至少一帧。
• Is the rigidbody sleeping?
刚体在休眠么？
• Forces a rigidbody to wake up.
强制唤醒一个刚体。
• Tests if a rigidbody would collide with anything, if it was moved through the scene.
如果一个刚体碰到任何东西触发测试，如果它是穿过场景。
• Like Rigidbody.SweepTest, but returns all hits.
Rigidbody.SweepTest，但是返回所有碰撞点。

### Messages Sent发送消息

• OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
当这个collider/rigidbody已经开始接触另一个rigidbody/collider时，OnCollisionEnter被调用。
• OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
当这个collider/rigidbody停止接触另一个rigidbody/collider时，OnCollisionExit被调用。
• OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
对于每个collider/rigidbody接触另一个rigidbody/collider时，OnCollisionStay每帧被调用一次。

## Inherited members继承成员

### Inherited Variables继承变量

• The name of the object. //物体的名字
• Should the object be hidden, saved with the scene or modifiable by the user?
物体是否被隐藏、保存在场景中或被用户修改？

### Inherited Functions继承函数

• Returns the instance id of the object.
返回物体的实例ID
• Returns the name of the game object.
返回游戏物体的名称。

### Inherited Class Functions继承类函数

• Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源
• Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj，强烈建议使用Destroy代替。
• Makes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。
• Returns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。
• Returns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表
• Clones the object original and returns the clone.
克隆原始物体，并返回克隆的物体
Page last updated: 2013-8-7