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.
Explanation:
Why are high tides found simultaneously on opposite sides of Earth? The tidal bulges occur on both sides of Earth that are aligned with the tide-generating body. The ocean water experiencing high tide rotates around Earth on a 12-hour cycle.
Answer:
thermal energy
Friction does negative work and removes some of the energy the person expends and converts it to thermal energy. The net work equals the sum of the work done by each individual force. The forces acting on the package are gravity, the normal force, the force of friction, and the applied force.
Explanation: