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:
Time, t = 0.015 seconds.
Explanation:
Given the following data;
Mass, m = 0.2kg
Force, F = 200N
Initial velocity, u = 40m/s
Final velocity, v = 25m/s
To find the time;
Ft = m(v - u)
Time, t = m(v - u)/f
Substituting into the equation, we have;
Time, t = 0.2(25 - 40)/200
Time, t = 0.2(-15)/200
Time, t = 3/200
Time, t = 0.015 seconds.
Note: We ignored the negative sign because time can't be negative.
Answer:
-0.038 N
Explanation:
F=K Q1 Q2/r^2 by COULOMB'S LAW
F= 9×10^9×1×10^-5×-1.5×10^-5/(6)^2
F= -0.038 N
Answer:
1 m/s
Explanation:
Impulse = Change in momentum
Force × Time = Mass(Final velocity) - Mass(Initial Velocity)
(1.0)(1.0) = (1.0)(Final Velocity) - (1.0)(0)
Final velocity = <u>1 m/s</u>