Answer:air flow and the movement from where it’s coming from
Explanation:
Answer:
A physical matter
Explanation:
A kind of matter with uniform physical properties
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.
This question is not complete.
The complete question is as follows:
One problem for humans living in outer space is that they are apparently weightless. One way around this problem is to design a space station that spins about its center at a constant rate. This creates “artificial gravity” at the outside rim of the station. (a) If the diameter of the space station is 800 m, how many revolutions per minute are needed for the “artificial gravity” acceleration to be 9.80m/s2?
Explanation:
a. Using the expression;
T = 2π√R/g
where R = radius of the space = diameter/2
R = 800/2 = 400m
g= acceleration due to gravity = 9.8m/s^2
1/T = number of revolutions per second
T = 2π√R/g
T = 2 x 3.14 x √400/9.8
T = 6.28 x 6.39 = 40.13
1/T = 1/40.13 = 0.025 x 60 = 1.5 revolution/minute