Unity Development — Rigidbodies

If you continue on the game development journey for a long time, you may get to a point where you make a very physics heavy game. Players knocking each other other back and forth, cars crashing, or destructible environments. As with all things, let’s take a look at the basics before we get to all of that.

Physics in Unity are done with Rigidbodies. These are basically components to add to any object to access the built-in physics that the Unity engine is kind enough to calculate for us.

Rigidbody component
Rigidbody specific to 2D

While some of these concepts can seem intimidating, you can piece together the more simple ones, which are the elements you will most likely actually change anyways. You can easily tick “Use Gravity” to decide whether or not you want it on the current object and Mass is a reference to weight. Further down the line of the Unity Developer Journey, you’ll get to know the rest of it.

physics

For now, what is important to know is that a Rigidbody can easily add real physics to your object. For Unity, they are also necessary when performing collisions. But that is a story for another day.

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