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:
aluminum will be the best insulator...coz it have a high resistance
(a) The plane makes 4.3 revolutions per minute, so it makes a single revolution in
(1 min) / (4.3 rev) ≈ 0.2326 min ≈ 13.95 s ≈ 14 s
(b) The plane completes 1 revolution in about 14 s, so that in this time it travels a distance equal to the circumference of the path:
(2<em>π</em> (23 m)) / (14 s) ≈ 10.3568 m/s ≈ 10 m/s
(c) The plane accelerates toward the center of the path with magnitude
<em>a</em> = (10 m/s)² / (23 m) ≈ 4.6636 m/s² ≈ 4.7 m/s²
(d) By Newton's second law, the tension in the line is
<em>F</em> = (1.3 kg) (4.7 m/s²) ≈ 6.0627 N ≈ 6.1 N