PlayCanvasSceneCreator 1.0.9
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Playcanvas.Properties.Rigidbody Class Reference

Public Types

enum  Type { _static , dynamic , kinematic }
 

Public Attributes

bool enabled
 
See also
UnityProperties.UnityEngine.Rigidbody.enabled

 
string type
 
See also
UnityProperties.UnityEngine.Rigidbody.isKinematic

 
float mass
 
See also
UnityProperties.UnityEngine.Rigidbody.mass

 
float linearDamping
 
See also
UnityProperties.UnityEngine.Rigidbody.drag

 
float angularDamping
 
See also
UnityProperties.UnityEngine.Rigidbody.angularDrag

 
float[] linearFactor
 
See also
UnityProperties.UnityEngine.Rigidbody.constraints

 
float[] angularFactor
 
See also
UnityProperties.UnityEngine.Rigidbody.constraints

 
float friction
 
See also
UnityProperties.UnityEngine.Rigidbody.sharedMaterial, UnityProperties.UnityEngine.PhysicMaterial.dynamicFriction

var collider = gameObject.GetComponent<UnityEngine.Collider>();
collider.sharedMaterial ? Math.Min(collider.sharedMaterial.dynamicFriction, 1) : 0

 
float restitution
 
See also
UnityProperties.UnityEngine.Rigidbody.sharedMaterial, UnityProperties.UnityEngine.PhysicMaterial.bounciness

var collider = gameObject.GetComponent<UnityEngine.Collider>();
collider.sharedMaterial ? collider.sharedMaterial.bounciness : 0;

 

Detailed Description

Member Data Documentation

◆ angularFactor

float [] Playcanvas.Properties.Rigidbody.angularFactor

See also
UnityProperties.UnityEngine.Rigidbody.constraints

new float[] {
constraints.HasFlag(RigidbodyConstraints.FreezeRotationX) ? 0 : 1,
constraints.HasFlag(RigidbodyConstraints.FreezeRotationY)? 0 : 1,
constraints.HasFlag(RigidbodyConstraints.FreezeRotationZ)? 0 : 1 }

◆ linearFactor

float [] Playcanvas.Properties.Rigidbody.linearFactor

See also
UnityProperties.UnityEngine.Rigidbody.constraints

new float[] {
constraints.HasFlag(RigidbodyConstraints.FreezePositionX) ? 0 : 1,
constraints.HasFlag(RigidbodyConstraints.FreezePositionY)? 0 : 1,
constraints.HasFlag(RigidbodyConstraints.FreezePositionZ)? 0 : 1 }

◆ type

string Playcanvas.Properties.Rigidbody.type

See also
UnityProperties.UnityEngine.Rigidbody.isKinematic

isKinematic ? Type.kinematic : Type.dynamic