Use these flags to constrain motion of Rigidbodies.
See Also: Rigidbody.constraints. This enables you to freeze positions and rotations on all axes.
//This example shows how RigidbodyConstraints is used to freeze the position and rotation of a Rigidbody in the z axis at start-up. //It also shows what happens when these constraints are removed, when you press the space key //Attach this to a GameObject with a Rigidbody to see it in action
using UnityEngine;
public class RigidBodyConstraitsExample : MonoBehaviour { Rigidbody m_Rigidbody; Vector3 m_ZAxis;
void Start() { m_Rigidbody = GetComponent<Rigidbody>(); //This locks the RigidBody so that it does not move or rotate in the z axis (can be seen in Inspector). m_Rigidbody.constraints = RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotationZ; //Set up vector for moving the Rigidbody in the z axis m_ZAxis = new Vector3(0, 0, 5); }
void Update() { //Press space to remove the constraints on the RigidBody if (Input.GetKeyDown(KeyCode.Space)) { //Remove all constraints m_Rigidbody.constraints = RigidbodyConstraints.None; }
//Press the right arrow key to move positively in the z axis if the constraints are removed if (Input.GetKeyDown(KeyCode.RightArrow)) { //If the constraints are removed, the Rigidbody moves along the z axis //If the constraints are there, no movement occurs m_Rigidbody.velocity = m_ZAxis; }
//Press the left arrow key to move negatively in the z axis if the constraints are removed if (Input.GetKeyDown(KeyCode.LeftArrow)) { m_Rigidbody.velocity = -m_ZAxis; } } }
None | No constraints. |
FreezePositionX | Freeze motion along the X-axis. |
FreezePositionY | Freeze motion along the Y-axis. |
FreezePositionZ | Freeze motion along the Z-axis. |
FreezeRotationX | Freeze rotation along the X-axis. |
FreezeRotationY | Freeze rotation along the Y-axis. |
FreezeRotationZ | Freeze rotation along the Z-axis. |
FreezePosition | Freeze motion along all axes. |
FreezeRotation | Freeze rotation along all axes. |
FreezeAll | Freeze rotation and motion along all axes. |
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