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.
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The general formula is: Momentum = (mass) x (speed)
I never like to just write a bunch of algebra without explaining it.
But in this particular case, there's really not much to say, and
I think the algebra will pretty well explain itself. I hope so:
Original momentum = (original mass) x (original speed)
New momentum = (2 x original mass) x (2 x original speed)
= (2) x (original mass) x (2) x (original speed)
= (2) x (2) x (original mass) x (original speed)
= (4) x (original mass) x (original speed)
= (4) x (original momentum).



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If west means the west of the axis x the velocity equal :
