Answer: 5m/L^2
Explanation:
Inertial I = mr^2 where r = distance from axis of rotation, while m is the mass of the object.
I = 2[m(1L/2)^2] + 2[m(3L/2)^2] = 2m×. 25/L^2+ 3m×2. 25/L^2= 0. 5m/l^2 +4. 5m/l^2
= 5m/l^2.
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: 0.516 ft/s
Explanation:
Given
Length of ladder L=20 ft
The speed at which the ladder moving away is v=2 ft/s
after 1 sec, the ladder is 5 ft away from the wall
So, the other end of the ladder is at

Also, at any instant t

differentiate w.r.t.
