Rigidbodies are components that allow a GameObject<u> to react to real-time physics. </u>
Explanation:
- Rigidbodies are components that allow a GameObject to react to real-time physics. This includes reactions to forces and gravity, mass, drag and momentum. You can attach a Rigidbody to your GameObject by simply clicking on Add Component and typing in Rigidbody2D in the search field.
- A rigidbody is a property, which, when added to any object, allows it to interact with a lot of fundamental physics behaviour, like forces and acceleration. You use rigidbodies on anything that you want to have mass in your game.
- You can indeed have a collider with no rigidbody. If there's no rigidbody then Unity assumes the object is static, non-moving.
- If you had a game with only two objects in it, and both move kinematically, in theory you would only need a rigidbody on one of them, even though they both move.
Answer:
V= 6.974 m/s
Explanation:
Component( box) weight acting parallel and down roof 88(sin39.0°)=55.4 N
Force of kinetic friction acting parallel and up roof = 18.0 N
Fnet force acting on tool box acting parallel and down roof
Fnet= 55.4 - 18.0
Fnet=37.4 N
acceleration of tool box down roof
a = 37.4(9.81)/88.0
a= 4.169 m/s²
d = 4.90 m
t = √2d/a
t= √2(4.90)/4.169
t= 1.662 s
V = at
V= 4.169(1.662)
V= 6.974 m/s
number 2 because the curve demstrates the crest GOOD LUCK i hope i got you the correct answer if not sorry
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1.) True
2.) True
3.) True
4.) True
5.) True
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