The process of changing from one phase of matter to another is a physical matter.
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.
An apple falling to the ground is not an example of centripetal acceleration.
Answer:
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Answer:
The size will increase.
Explanation:
When you bend a plastic ruler, it's size will increase because it is elastic and will exhibit elastic deformation. When it is been bent, it will continue to stretch until it get to a point where it will not be able to regain it formal shape, it size wound of increase. Therefore when the ruler get to elastic limit and you have bend it to the point it cannot regain it's formal shape back, it will remain bent and if further force is apply on it,it will break.