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:
i don't understand the hw
No
For example a rock was broken into one big and one little piece. The properties of these 2 pieces are still the same even though they have different shapes.
Answer:
the wavelength is 9.8 meters
Explanation:
We can use the relationship:
Velocity = wavelenght*frequency.
Initially we have:
wavelenght = 4.9m
velocity = 9.8m/s
then:
9.8m/s = 4.9m*f
f = 9.8m/s/4.9m = 2*1/s
now, if the velocity is doubled and the frequency remains the same, we have:
2*9.8m/s = wavelenght*2*1/s
wavelenght = (2*9.8m/s)*(1/2)s = 9.8 m