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:
This slide shows the three forces that act on a baseball in flight. The forces are the weight, drag, and lift. Lift and drag are actually two components of a single aerodynamic force acting on the ball. Drag acts in a direction opposite to the motion, and lift acts perpendicular to the motion
There is a repulsive force between two charged objects when they are of like charges/ they are likely charged (like charges repel each other)
In this item, we are asked to determine the speed of the bobsled given the distance traveled and the time it takes to cover the certain distance. This can mathematically be expressed as,
speed = distance / time
Substituting the given values in this item,
speed = (113 m) / (29 s)
speed = 3.90 m/s
<em>ANSWER: 3.90 m/s</em>