All of the above. They all right
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.
C₂H₃O₂⁻ is an anion.
<u>Explanation:</u>
NaC₂H₃O₂(s) → Na⁺(aq) + C₂H₃O₂⁻(aq)
NaC₂H₃O₂ when dissociated, yields Na⁺ and C₂H₃O₂⁻.
Anion is a negatively charged ion.
In this case, C₂H₃O₂⁻ is an anion.