The answer to this question is option 2
Answer:
d
= m× λ⇒ d = λ ×m×l / x
= 630×
m × 3×3m/ 45×
m
= 1.26×
m
Explanation:
the above calculation is based on Young’s double slit experiment where the two slits provide two coherent light sources which results either constructive interference or destructive interference when passing through a double slit.
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.