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Jump force mods
Jump force mods










jump force mods

If a GameObject is inactive, AddForce has no effect. The effect doesn't depend on the mass of the body or the simulation step length.įorce can only be applied to an active Rigidbody. ForceMode.Velocit圜hange: Interprets the parameter as a direct velocity change (measured in meters per second), and changes the velocity by the value of force.The effect depends on the mass of the body but doesn't depend on the simulation step length.

jump force mods jump force mods

ForceMode.Impulse: Interprets the parameter as an impulse (measured in Newtons per second), and changes the velocity by the value of force / mass.The effect depends on the simulation step length but doesn't depend on the mass of the body. ForceMode.Acceleration: Interprets the parameter as acceleration (measured in meters per second squared), and changes the velocity by the value of force * DT.The effect depends on the simulation step length and the mass of the body. ForceMode.Force: Interprets the input as force (measured in Newtons), and changes the velocity by the value of force * DT / mass.Assuming deltaTime (DT) is equal to the simulation step length ( Time.fixedDeltaTime), and mass is equal to the mass of the Rigidbody the force is being applied to, here is how the velocity change is calculated for all the modes: The physics system applies the effects during the next simulation run (either after FixedUpdate, or when the script explicitly calls the Physics.Simulate method).īecause this function has different modes, the physics system only accumulates the resulting velocity change, not the passed force values. The effects of the forces applied with this function are accumulated at the time of the call. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change. Force is applied continuously along the direction of the force vector.












Jump force mods