Rigidbody

Description

A Rigidbody OverNode is used to control an object's position through physics simulation, by interacting with the Unity Rigidbody Component.

Note: Adding a Rigidbody component to an object will put its motion under the control of Unity's physics engine.

Rigidbody Exposer

This OverNode is used to expose certain parameters and attributes of a given input Unity Rigidbody Component, which are:

NameTypeDescription

Ref

A reference of the input Unity Rigidbody Component

Position

Vector3

The world space position of the Rigidbody

Rotation

Quaternion

The world space rotation of the Rigidbody

Center of Mass

Vector3

The center of mass relative to the Transform's origin.

Velocity

Vector3

The velocity vector of the Rigidbody. It represents the rate of change of Rigidbody position.

Ang. Velocity

Vector3

The angular velocity vector of the Rigidbody is measured in radians per second.

Automatic Center Of Mass

bool

Whether or not to calculate the center of mass automatically.

Automatic Tensor

bool

Whether or not to calculate the inertia tensor automatically.

Use Gravity

bool

Controls whether gravity affects this rigidbody.

Is Kinematic

bool

Controls whether physics affects the rigidbody.

Add Force

This OverNode adds a force to the Rigidbody.

Force is applied along the direction of the force vector. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.

The Type parameter allows for the application of the force relative to its coordinate system or not.

This Flow OverNode accepts the following input data:

NameTypeDescription

Rigidbody

A reference of the input Unity Rigidbody Component

Force

Vector3

Vector describing the Force to be applied

Force Mode

Used to specify how to apply a Force

Type

Enum

Either World or Relative

Add Explosion Force

This OverNode applies a force to a Rigidbody that simulates explosion effects.

The explosion is modelled as a sphere with a certain centre position and radius in world space.

Force is applied along the direction of the force vector. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.

This Flow OverNode accepts the following input data:

NameTypeDescription

Rigidbody

A reference of the input Unity Rigidbody Component

Force

Float

The force of the explosion

Force Mode

Used to specify how to apply a force

Radius

Float

Radius of the explosion

Upwards Modifier

Float

Adjustment to the apparent position of the explosion to make it seem to lift objects

Add Torque

This OverNode adds torque to the Rigidbody.

Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddTorque has no effect.

The Type parameter allows for the application of the force relative to its coordinate system or not.

This Flow OverNode accepts the following input data:

NameTypeDescription

Rigidbody

A reference of the input Unity Rigidbody Component

Torque

Vector3

Vector describing the Torque to be applied

Force Mode

Used to specify how to apply a force

Type

Enum

Either World or Relative

Move Position

This OverNode moves the kinematic Rigidbody towards a given position.

This Flow OverNode accepts the following input data:

NameTypeDescription

Rigidbody

A reference of the input Unity Rigidbody Component

Position

Vector3

Provides the new position for the Rigidbody

Move Rotation

This OverNode rotates the Rigidbody to rotation.

This Flow OverNode accepts the following input data:

NameTypeDescription

Rigidbody

A reference of the input Unity Rigidbody Component

Rotation

Quaternion

The new rotation for the Rigidbody

Set Gravity

This OverNode is used to modify an existing Rigibody Component, by setting its gravity flag. Once this flag is enabled, the Rigidbody will be affected by gravity, otherwise, it will behave as if in outer space.

This Flow OverNode accepts the following input data:

NameTypeDescription

Rigidbody

A reference of the input Unity Rigidbody Component

Use Gravity

Boolean

Gravity value

and produces the following output data:

NameTypeDescription

Updated Component

A reference of the updated Unity Rigidbody Component

Set Is Kinematic

This OverNode is used to modify an existing Rigibody Component, by setting its isKinematic value.

NameTypeDescription

Rigidbody

A reference of the input Unity Rigidbody Component

Is Kinematic

bool

IsKinematic value

Updated Component

A reference of the updated Unity Rigidbody Component

Set Velocity

This OverNode is used to modify an existing Rigibody Component, by setting its velocity.

In most cases, you should not modify the velocity directly, as this can result in unrealistic behaviour, except when a sudden change in velocity is needed for gameplay purposes.

This Flow OverNode accepts the following input data:

NameTypeDescription

Rigidbody

A reference of the input Unity Rigidbody Component

Velocity

Vector3

The velocity vector of the Rigidbody

and produces the following output data:

NameTypeDescription

Updated Component

A reference of the updated Unity Rigidbody Component

Set Angular Velocity

This OverNode is used to modify an existing Rigibody Component, by setting its angular velocity.

In most cases, you should not modify the angular velocity directly, as this can result in unrealistic behaviour, except when a sudden change in angular velocity is needed for gameplay purposes.

This Flow OverNode accepts the following input data:

NameTypeDescription

Rigidbody

A reference of the input Unity Rigidbody Component

Velocity

Vector3

The angular velocity vector of the Rigidbody

and produces the following output data:

NameTypeDescription

Updated Component

A reference of the updated Unity Rigidbody Component

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