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.
1. When the object is waiting to be released, it is storing a lot of potential energy. When it is released, the potential energy that was once stored is converted into kinetic energy.
Answer:
The radius of coil 2 = 2.7 cm
Explanation:
The number of coils = 2
It is given that both carry equal current and rotates in the magnetic field.
The given radius of coil 1 = 4.0 cm
Coil 1 rotates = 0.21 T field
Coil 2 rotates = 0.45 T filed.
The radius of coil 2 need to be calculated.
Torque action on dipole is given by
here T1 = T2

83. Gravity is activity as a force on the cart.
84. The box has gathered kinetic energy and momentum and will continue going forward.
Answer:
<u>Magnitude</u>
Explanation:
Each value in nature has a number part, called its magnitude and a dimension called its unit.
For example,
The length of an object is 10 cm. It means that 10 shows the magnitude of length and cm shows its unit.