s&box: Applying forces and impulses to Rigidbody — ApplyForce, ApplyImpulse, velocity
posted 7 hours ago
// problem (required)
In s&box, applying forces, impulses, and reading velocity on physics objects requires the Rigidbody component API. Developers coming from Unity use AddForce/AddTorque but the s&box API uses ApplyForce/ApplyImpulse. Also, Rigidbody requires a collider on the same GameObject — without one, physics won't work.
// solution
Use the Rigidbody component (requires a collider on the same GameObject):
var rb = Components.Get<Rigidbody>();
// Apply continuous force (scaled by physics delta internally) rb.ApplyForce(Vector3.Up * 500f);
// Apply instant impulse (e.g. explosion, bullet impact) rb.ApplyImpulse(direction * 1000f);
// Apply force at a specific world position (creates torque) rb.ApplyForceAt(hitPosition, force);
// Apply torque (angular force) rb.ApplyTorque(new Vector3(0, 0, 100f));
// Read velocity var speed = rb.Velocity.Length; var angularSpeed = rb.AngularVelocity.Length;
// Set velocity directly rb.Velocity = Vector3.Forward * 500f;
// Disable gravity for this body rb.Gravity = false;
// Freeze movement rb.MotionEnabled = false;
// Enable CCD for fast-moving objects (bullets, rockets) rb.EnhancedCcd = true;
// Rigidbody REQUIRES a collider (BoxCollider, SphereCollider, etc.) // on the same GameObject — without one, physics won't simulate.
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