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.
A "folk" remedy is something you choose to eat, take, or do,
in order to correct some health issue, because your friend,
your grandmother, your religion, your shaman, your astrologer,
or your medicine man says that it's the right thing to do.
It may or may not be effective, and it may or may not even be
safe. What distinguishes it from mainstream medicine is that
its practices are based on hearsay, and have not been subjected
to scientific methods of investigation and evaluation.
<span />
Answer:
a). 53.78 m/s
b) 52.38 m/s
c) -75.58 m
Explanation:
See attachment for calculation
In the c part, The negative distance is telling us that the project went below the lunch point.
Answer:
The doorbell transforms electrical energy into sound.
Explanation:
The doorbell MAY turn electrical energy into motion of a striker which then impacts a resonator creating sound. However all door bells do not have solenoids. Some are electronic playing recordings when activated.
All doorbells do produce sound, though.
<span>The equation of motion for a rocket in
vertical flight can be obtained from newton’s second law of motion and is
constant-mass system. The equation of motion for a body mass varies with time and mass. When force acts on rocket, the rocket
will accelerate in the direction of force. Therefore, force is equal to the
change in momentum per change in time. For constant mass, force equals mass
times acceleration.</span>