# ApplyWind

> Apply wind forces to this shape. Force is computed by Box2D using the shape's projected area, the wind velocity ( _force ) and the drag/lift coefficients in input; circles ignore lift. Forces are continuous (not impulses), so this is expected to be called every simulation step. The shape's owning body must be PhysicsBody.BodyType.Dynamic; otherwise a warning is logged and the call is a no-op. Sleeping bodies are woken automatically by Box2D when the per-shape force is non-trivial.

## Definition

* **Type:** Method
* **Namespace:** [Unity.U2D.Physics](/engine/6000.6/script-reference/unity/u2d/physics.md)
* **Assembly:** UnityEngine.PhysicsCore2DModule

## ApplyWind(WindInput)

Apply wind forces to this shape. Force is computed by Box2D using the shape's projected area, the wind velocity ([\_force](/engine/6000.6/script-reference/unity/u2d/physics/physicsbody/windinput/force.md)) and the drag/lift coefficients in `input`; circles ignore lift. Forces are continuous (not impulses), so this is expected to be called every simulation step. The shape's owning body must be [PhysicsBody.BodyType.Dynamic](/engine/6000.6/script-reference/unity/u2d/physics/physicsbody/bodytype/dynamic.md); otherwise a warning is logged and the call is a no-op. Sleeping bodies are woken automatically by Box2D when the per-shape force is non-trivial.

```csharp
public void ApplyWind(PhysicsBody.WindInput input)
```

### Parameters

**** (\[WindInput]\(/engine/6000.6/script-reference/unity/u2d/physics/physicsbody/windinput)): The wind configuration. See [PhysicsBody.WindInput](/engine/6000.6/script-reference/unity/u2d/physics/physicsbody/windinput.md).

## ApplyWind(WindInput, ReadOnlySpan\<PhysicsShape>)

Apply wind forces to every shape in `shapes`. The same [PhysicsBody.WindInput](/engine/6000.6/script-reference/unity/u2d/physics/physicsbody/windinput.md) is applied to all listed shapes. Each shape's owning body must be [PhysicsBody.BodyType.Dynamic](/engine/6000.6/script-reference/unity/u2d/physics/physicsbody/bodytype/dynamic.md); shapes on non-dynamic or invalid bodies log a warning and are skipped. Only the listed shapes contribute to wind on their owning bodies; sibling shapes not in `shapes` are left alone - this is the difference from [PhysicsBody.ApplyWind](/engine/6000.6/script-reference/unity/u2d/physics/physicsbody/applywind.md), which processes every shape on each listed body. Forces are continuous (not impulses), so this is expected to be called every simulation step.

```csharp
public static void ApplyWind(PhysicsBody.WindInput input, ReadOnlySpan<PhysicsShape> shapes)
```

### Parameters

**** (\[WindInput]\(/engine/6000.6/script-reference/unity/u2d/physics/physicsbody/windinput)): The wind configuration. See [PhysicsBody.WindInput](/engine/6000.6/script-reference/unity/u2d/physics/physicsbody/windinput.md).**** (\[ReadOnlySpan\<PhysicsShape>]\(https\://learn.microsoft.com/dotnet/api/system.readonlyspan-1)): The shapes that wind should be applied to.
