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Unity Engine


AddForceAtPosition(Vector3, Vector3, ForceMode)

Applies force at position. As a result this will apply a torque and force on the object.
Read time 1 minuteLast updated 10 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.PhysicsModule
public void AddForceAtPosition(Vector3 force, Vector3 position, ForceMode mode)

Parameters

force

Force vector in world coordinates.

position

Position in world coordinates.

Remarks

For realistic effects
position
should be approximately in the range of the surface of the rigidbody. This is most commonly used for explosions. When applying explosions it is best to apply forces over several frames instead of just one. Note that when
position
is far away from the center of the rigidbody the applied torque will be unrealistically large.
Force can be applied only to an active rigidbody. If a GameObject is inactive, AddForceAtPosition has no effect.
Wakes up the Rigidbody by default. If the force size is zero then the Rigidbody will not be woken up.
For more information on how ForceMode affects velocity, see Rigidbody.AddForce.
Note: If you are using
ForceMode.Acceleration
or
ForceMode.VelocityChange
, the force applied by
AddForceAtPosition
is scaled by the world-space inertia tensor matrix.

Examples

using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ void ApplyForce(Rigidbody body) { Vector3 direction = body.transform.position - transform.position; body.AddForceAtPosition(direction.normalized, transform.position); }}