Version: Unity 6.1 (6000.1)
Language : English
Effectors 2D
Buoyancy Effector 2D reference

Area Effector 2D reference

The Area Effector 2D applies forces within an area defined by the attached ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
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2Ds when another (target) Collider 2D comes into contact with the Effector 2D. You can configure the force at any angle with a specific magnitude and random variation on that magnitude. You can also apply both linear and angular drag forces to slow down RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
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2Ds.

Collider 2Ds that you use with the Area Effector 2D would typically be set as triggers, so that other Collider 2Ds can overlap with it to have forces applied. Non-triggers will still work, but forces will only be applied when Collider 2Ds come into contact with them.

Properties

Property Function
Use Collider Mask Check to enable use of the Collider Mask property? If this is not enabled, the Global CollisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
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Matrix will be used as the default for all Collider 2Ds.
Collider Mask The mask used to select specific Layers allowed to interact with the Area Effector 2D.
Use Global Angle Check this to define the Force Angle as a global (world-space) angle. If this is not checked, the Force Angle is considered a local angle by the physics engineA system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces. More info
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.
Force Angle The angle of the force to be applied.
Force Magnitude The magnitude of the force to be applied.
Force Variation The variation of the magnitude of the force to be applied.
Drag The linear drag to apply to Rigidbody 2Ds.
Angular Drag The angular drag to apply to Rigidbody 2Ds. The options are:
  • Collider: Defines the target point as the current position of the Collider 2D. Applying force here can generate torque (rotation) if the Collider 2D isn’t positioned at the center of mass.
  • Rigidbody: Defines the target point as the current center of mass of the Rigidbody 2D. Applying force here will never generate torque (rotation).

AreaEffector2D

Effectors 2D
Buoyancy Effector 2D reference