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:
(4566 m / 4 min) × (1 km / 1000 m) × (60 min / h) = 68.49 km/h
The characteristic of a circuit actually indicate how the circuit functions. When one designs a circuit they have a specific function in mind and must know how to combine components in order to fulfill this functions.
Answer:

Explanation:
We are given that a parallel- plate capacitor is charged to a potential difference V and then disconnected from the voltage source.
1 m =100 cm
Surface area =S=


We have to find the charge Q on the positive plates of the capacitor.
V=Initial voltage between plates
d=Initial distance between plates
Initial Capacitance of capacitor

Capacitance of capacitor after moving plates


Potential difference between plates after moving








Hence, the charge on positive plate of capacitor=