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.
We are given that,

We need to find
when 
The equation that relates x and
can be written as,


Differentiating each side with respect to t, we get,



Replacing the value of the velocity


The value of
could be found if we know the length of the beam. With this value the equation can be approximated to the relationship between the sides of the triangle that is being formed in order to obtain the numerical value. If this relation is known for the value of x = 6ft, the mathematical relation is obtained. I will add a numerical example (although the answer would end in the previous point) If the length of the beam was 10, then we would have to



Search light is rotating at a rate of 0.96rad/s
Explanation:
This is true because at maximum height, the velocity is 0
Answer:
m = 62.14 g
Explanation:
Energy used to melt the ice is the energy released by the condensation of the water forms on the glass
so here we have
energy for the condensation of water is given as
let mass of water condensed = m

now the energy of vaporization is given as

here we know that


Now we have

