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:
B)The motion of water in an ocean current
Explanation:
With respect to measurements, a vector has both a magnitude and a direction. The first three examples (maximum height of a hill, air temperature, and rain accumulation) are magnitudes only. The fourth example (motion of water in an ocean current) is a vector, because it has a magnitude (speed) and a direction (with the current).
What happens to has when it cools is ...
Step 1) They will start to form liquids, like condensation.
Step 2) As liquids cool, they will turn into solids.
Step 3) As solids cool, they become more stable and solid.
Answer: Tides are periodic rises and falls of large bodies of water. Tides are caused by gravitational interaction between the earth and the moon. The gravitational attraction of the moon causes the oceans to bulge out in the direction of the moon.