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.
Answer:
<em>B) The disturbance of particles in an area.</em>
Explanation:
<em>A wave involves transmission of energy from one place to another by the actual disturbance of the particles of the medium.</em>
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Explanation:
Distance covered by the satellite in 24 hours
s=2πr
=2×3.14×42250=265464.58 km
Therefore speed of satellite,
v=
time taken
distance travelled
=
24×60×60
265464.58
=3.07 km s
−1
Answer:
Option C.
Impulse = mass × change in velocity
Explanation:
Impulse is defined by the following the following formula:
Impulse = force (F) × time (t)
Impulse = Ft
From Newton's second law of motion,
Force = change in momentum /time
Cross multiply
Force × time = change in momentum
Recall:
Impulse = Force × time
Thus,
Impulse = change in momentum
Recall:
Momentum = mass x velocity
Momentum = mv
Chang in momentum = mass × change in velocity
Change in momentum = mΔv
Thus,
Impulse = change in momentum
Impulse = mass × change in velocity