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  • ENGAGE SDK overview
  • Setting up the ENGAGE SDK
    • Registering as an ENGAGE developer
    • Setting up your local git repository
    • Installing the Unity Editor
    • Opening the ENGAGE SDK Unity project
    • Checking for SDK updates
    • Installing a platform build module
  • ENGAGE SDK project folders
  • General guidelines for 3D models
    • Optimizing 3D models
  • Locations
    • Guidelines for locations
    • Creating a new location
    • Building a location bundle
    • Testing a location locally on Windows
    • Configuring an object as a teleport target
    • Configuring the start position
    • Seats
      • Creating a seat
      • Using the summon to seat system
    • Network states
      • Network State Manager
      • Location Network States
      • Example network state configurations
        • Network state toggle object
        • Network state animation start/stop
        • Network state change animation
          • Creating an animation in Unity
          • Using Animator.Play(string)
          • Defining Animator transitions
          • Using Animator.SetTrigger(string)
        • Network state sync animation
        • Network state position toggle
        • Network state automatic door
        • Network state toggle skybox
        • Network state change materials
    • Adding grabable objects to a location
      • Resetting network objects with a button
      • Resetting network objects when out of bounds
    • Locations reference information
      • Basic requirements for a location
  • Immersive Effects (IFX)
    • Guidelines for IFX
    • Creating an IFX
    • Building an IFX bundle
    • Testing IFX locally on Windows
    • Specialized IFX
      • Animated IFX
        • Animation overrides
          • Legacy animations
          • Animator animations
          • Configuring additional Effect Life Run Control properties
      • Audio IFX
      • Interactive IFX
  • List of available prefabs
  • Available scripts
    • External Video Player
  • Profiling
  • Publishing to ENGAGE
    • Publishing checklists
    • Pushing files to your GitHub repository
  • AFX
    • Getting started
      • Changelog
    • AFX Graphs
      • Creating an AFX graph
      • Editing an AFX graph
      • Navigation and keyboard shortcuts
      • Adding an AFX graph to a game object
      • Nodes
      • Ports
      • Connections
      • Flows
        • Starting a flow
        • Using multiple flows
        • Chaining flows
        • Controlling flows
      • References
      • Using AFX Events
    • Networking AFX
      • Network State Modules
      • Ownership of networked objects
    • Animation curves
    • Node dictionary
      • ENGAGE
        • AFX Companion
          • Constant Collision
          • Grab Object
          • PathData
        • Networking
          • Network State Modules
        • Physics
        • Player
        • Seat
      • Events
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        • Unity
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      • Flow
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            • Set Parameters
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On this page
  • Joint nodes
  • Add Force
  • Add Force at Position
  • Add Torque
  • Rigidbody Info
  • Set value nodes
  1. AFX
  2. Node dictionary
  3. Unity
  4. Physics

RigidBody

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Last updated 7 months ago

Joint nodes

See Joint.

Add Force

Adds a force to a Rigidbody. For more information, refer to the page in the Unity documentation.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Rigidbody In

Rigidbody

Reference to the Rigidbody.

World Space

Boolean [editable]

If true, the force direction is applied in world space. If false, the force direction is applied in local space.

Force In

Vector3 [editable]

The force to apply.

Parameters:

Name
Type
Description

Force Mode

List [editable]

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Add Force at Position

Applies a force at a position. For more information, refer to the page in the Unity documentation.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Rigidbody In

Rigidbody

Reference to the Rigidbody.

Force

Vector3 [editable]

Force vector.

Pos

Vector3 [editable]

The position at which to apply the force.

Parameters:

Name
Type
Description

Force Mode

List [editable]

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Add Torque

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Rigidbody In

Rigidbody

Reference to the Rigidbody.

World Space

Boolean [editable]

If true, the force direction is applied in world space. If false, the force direction is applied in local space.

Force In

Vector3 [editable]

The force to apply.

Parameters:

Name
Type
Description

Force Mode

List [editable]

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Rigidbody Info

Inputs:

Name
Type
Description

Rigidbody In

Rigidbody

Reference to the Rigidbody.

Outputs:

Name
Type
Description

Use Gravity Out

Boolean

Controls whether gravity affects this Rigidbody.

Is Kinematic Out

Boolean

Controls whether physics affects the Rigidbody.

Freeze Rotation Out

Boolean

Controls whether physics will change the rotation of the object.

Is Sleeping Out

Boolean

Is the Rigidbody sleeping?

Mass Out

Float

The mass of the Rigidbody.

Drag Out

Float

The drag of the object.

Angular Drag Out

Float

The angular drag of the object.

Center of Mass Out

Vector3

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

World Center of Mass Out

Vector3

The center of mass of the Rigidbody in world space.

Position Out

Vector3

The position of the Rigidbody.

Rotation Out

Quaternion

The rotation of the Rigidbody.

Velocity Out

Vector3

The velocity vector of the Rigidbody.

Angular Velocity Out

Vector3

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

Speed

Float

The speed of the Rigidbody.

Set value nodes

The set nodes for Rigidbody have a similar arrangement of inputs and outputs, as described in the following sections.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Rigidbody In

Rigidbody

Reference to a Rigidbody.

<property>

<varies> [editable]

The value to set for the chosen property.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Available nodes:

Name
Input type
Description

Set Move Position

Vector3 [editable]

Moves the kinematic Rigidbody towards position.

Move Rotation

Quaternion

Rotates the rigidbody to rotation.

Set Angular Drag

Float [editable]

Sets the angular drag.

Set Angular Velocity

Vector3 [editable]

Sets the angular velocity, measured in radians per second.

Set Center of Mass

Vector3 [editable]

Sets the center of mass.

Set Drag

Float [editable]

Sets the drag.

Set Freeze

[Paramter List]

Choose to freeze all, none, position, a specific position axis, rotation, or a specific rotation axis.

Set Kinematic

Boolean [editable]

Set whether physics affect the Rigidbody.

Set Mass

Float [editable]

Sets the mass of the Rigidbody.

Set Gravity

Boolean [editable]

Sets whether the Rigidbody is affected by gravity.

Set Velocity

Vector3 [editable]

Sets the velocity of the Rigidbody.

Specify how to apply a force. Choose between Force, Impulse, Velocity Change, and Acceleration. For more information, refer to .

Specify how to apply a force. Choose between Force, Impulse, Velocity Change, and Acceleration. For more information, refer to .

Adds a torque to the rigidbody. For more information, refer to the page in the Unity documentation.

Specify how to apply a force. Choose between Force, Impulse, Velocity Change, and Acceleration. For more information, refer to .

Access information about a Rigidbody. For more information, refer to the page in the Unity documentation.

There are multiple nodes that you can use to set properties of an Rigidbody. For more information, refer to the page in the Unity documentation.

Rigidbody.AddForce
Rigidbody.AddForceAtPosition
Rigidbody.AddTorque
Rigidbody
Rigidbody
Force Mode
Force Mode
Force Mode
Example set node for a Rigidbody - the Set MovePosition node