Base class for classes that wrap a Unity Rigidbody for use with Reactor.
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| static ksRigidBodyModes | DefaultType [get, set] |
| | Determines if rigid bodies are 3D or 2D by default when spawning prefabs or loading the scene. More...
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| Rigidbody | Rigidbody [get] |
| | The wrapped rigid body. More...
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| bool | ForceKinematic [get, set] |
| | If true, the Rigidbody.isKinematic will be set to true regardless of the value of IsKinematic to prevent Unity physics from affecting the rigid body. More...
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| float | Mass [get, set] |
| | Mass of the rigid body. More...
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| float | Drag [get, set] |
| | Damping. More...
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| float | AngularDrag [get, set] |
| | Angular damping. More...
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| bool | UseGravity [get, set] |
| | If true, the entity will be affected by the scene gravity. More...
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| bool? | IsKinematic [get, set] |
| | If true, the entity will not be effected by gravity or other impulses, but may be moved around by setting translation and rotation from scripts. More...
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| ksVector3 | CenterOfMass [get, set] |
| | The rigidbody's center of mass in local space. More...
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Base class for classes that wrap a Unity Rigidbody for use with Reactor.
◆ ksBaseUnityRigidBody()
| KS.Reactor.Client.Unity.ksBaseUnityRigidBody.ksBaseUnityRigidBody |
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Rigidbody |
rigidBody, |
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bool |
forceKinematic |
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) |
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Constructor
- Parameters
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| rigidBody | Unity rigid body. |
| forceKinematic | If true, sets the Unity rigidbody to kinematic so Unity physics doesn't try to move the object. |
◆ AngularDrag
| float KS.Reactor.Client.Unity.ksBaseUnityRigidBody.AngularDrag |
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getset |
◆ CenterOfMass
| ksVector3 KS.Reactor.Client.Unity.ksBaseUnityRigidBody.CenterOfMass |
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getset |
The rigidbody's center of mass in local space.
◆ DefaultType
Determines if rigid bodies are 3D or 2D by default when spawning prefabs or loading the scene.
◆ Drag
| float KS.Reactor.Client.Unity.ksBaseUnityRigidBody.Drag |
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getset |
◆ ForceKinematic
| bool KS.Reactor.Client.Unity.ksBaseUnityRigidBody.ForceKinematic |
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getset |
If true, the Rigidbody.isKinematic will be set to true regardless of the value of IsKinematic to prevent Unity physics from affecting the rigid body.
Setting to false will set the Rigidbody.isKinematic back to the IsKinematic value.
◆ IsKinematic
| bool? KS.Reactor.Client.Unity.ksBaseUnityRigidBody.IsKinematic |
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getset |
If true, the entity will not be effected by gravity or other impulses, but may be moved around by setting translation and rotation from scripts.
When ForceKinematic is true, this value is different from Rigidbody.isKinematic, which is set to true to prevent Unity physics from affecting the rigid body.
◆ Mass
| float KS.Reactor.Client.Unity.ksBaseUnityRigidBody.Mass |
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getset |
◆ Rigidbody
| Rigidbody KS.Reactor.Client.Unity.ksBaseUnityRigidBody.Rigidbody |
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get |
◆ UseGravity
| bool KS.Reactor.Client.Unity.ksBaseUnityRigidBody.UseGravity |
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getset |
If true, the entity will be affected by the scene gravity.