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ApplyBuoyancy

Apply buoyancy, flow and damping forces to the body based on how its attached shapes are submerged in a fluid plane. Forces and torques are continuous (not impulses), so this is expected to be called every simulation step. The body must be PhysicsBody.BodyType.Dynamic; otherwise a warning is logged and the call is a no-op.
Read time 2 minutesLast updated 14 days ago

Definition

  • Type: Method
  • Namespace: Unity.U2D.Physics
  • Assembly: UnityEngine.PhysicsCore2DModule

ApplyBuoyancy(BuoyancyInput, float)

Apply buoyancy, flow and damping forces to the body based on how its attached shapes are submerged in a fluid plane. Forces and torques are continuous (not impulses), so this is expected to be called every simulation step. The body must be PhysicsBody.BodyType.Dynamic; otherwise a warning is logged and the call is a no-op.
public void ApplyBuoyancy(PhysicsBody.BuoyancyInput input, float deltaTime)

Parameters

The fluid and force configuration. See PhysicsBody.BuoyancyInput.

deltaTime

The simulation step duration in seconds. Used to clamp damping so it cannot overshoot in a single step.

ApplyBuoyancy(BuoyancyInput, ReadOnlySpan<PhysicsBody>, float)

Apply buoyancy, flow and damping forces to every body in
bodies
based on how their attached shapes are submerged in a fluid plane. The same PhysicsBody.BuoyancyInput is applied to all bodies. Each body must be PhysicsBody.BodyType.Dynamic; non-dynamic or invalid bodies log a warning and are skipped. Forces and torques are continuous (not impulses), so this is expected to be called every simulation step.
public static void ApplyBuoyancy(PhysicsBody.BuoyancyInput input, ReadOnlySpan<PhysicsBody> bodies, float deltaTime)

Parameters

The fluid and force configuration. See PhysicsBody.BuoyancyInput.

The bodies that buoyancy should be applied to.

deltaTime

The simulation step duration in seconds. Used to clamp damping so it cannot overshoot in a single step.

ApplyBuoyancy(PhysicsWorld, PhysicsAABB, BuoyancyInput, float)

Apply buoyancy, flow and damping forces to every dynamic body shape that overlaps
aabb
in
world
. The same PhysicsBody.BuoyancyInput is applied to all overlapping shapes. Shapes whose body is not PhysicsBody.BodyType.Dynamic are silently skipped. Forces and torques are continuous (not impulses), so this is expected to be called every simulation step.
public static void ApplyBuoyancy(PhysicsWorld world, PhysicsAABB aabb, PhysicsBody.BuoyancyInput input, float deltaTime)

Parameters

The world to query for overlapping shapes.

The world-space axis-aligned box describing the fluid volume. Only shapes whose broadphase AABB overlaps this box are processed.

The fluid and force configuration. See PhysicsBody.BuoyancyInput.

deltaTime

The simulation step duration in seconds. Used to clamp damping so it cannot overshoot in a single step.