Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Rigidbody.Sleep

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public method Sleep(): void;
public void Sleep();

Description

Forces a rigidbody to sleep at least one frame.

A common use is to call this from Awake in order to make a rigidbody sleep at startup. See the Rigidbodies Overview in the manual for more information about Rigidbody sleeping.

#pragma strict
public class ExampleScript extends MonoBehaviour {
	private var fallTime: float;
	private var rbGO: Rigidbody;
	private var sleeping: boolean;
	function Start() {
		rbGO = gameObject.AddComponent.<Rigidbody>();
		rbGO.mass = 10.0f;
		Physics.gravity = new Vector3(0, -2.0f, 0);
		sleeping = false;
		fallTime = 0.0f;
	}
	function Update() {
		if (fallTime > 1.0f) {
			if (sleeping) {
				rbGO.WakeUp();
				Debug.Log("wakeup");
			}
			else {
				rbGO.Sleep();
				Debug.Log("sleep");
			}
			sleeping = !sleeping;
			fallTime = 0.0f;
		}
		fallTime += Time.deltaTime;
	}
}
using UnityEngine;

public class ExampleScript : MonoBehaviour { private float fallTime; private Rigidbody rbGO; private bool sleeping;

void Start() { rbGO = gameObject.AddComponent<Rigidbody>(); rbGO.mass = 10.0f; Physics.gravity = new Vector3(0, -2.0f, 0); sleeping = false; fallTime = 0.0f; }

void Update() { if (fallTime > 1.0f) { if (sleeping) { rbGO.WakeUp(); Debug.Log("wakeup"); } else { rbGO.Sleep(); Debug.Log("sleep"); }

sleeping = !sleeping;

fallTime = 0.0f; }

fallTime += Time.deltaTime; } }

Did you find this page useful? Please give it a rating: