4 – Gravity with Unity Rigidbody

This entry is part 4 of 13 in the series Unity 3D

Gravity with Unity RigidbodyUnity Rigidbody and Gravity Basics

In this Unity 3D tutorial we will be talking about adding physics to our game objects, such as adding gravity to our objects within a scene. This is all done by adding a unity rigidbody component to whatever game object we want to be affected by physics. It is recommended that you take this course with a friend so you can work together and keep each other accountable.  mybringback would also love if you could tweet this course out to your friends, or post on facebook.  I wish you the best as a future game developer. -Trav

Video Lesson


In this Unity 3D tutorial we will learn about adding the unity rigidbody component to a game object.  The unity rigidbody component will add some physics functionality to our object.  If an object has a unity rigidbody component, we will easily be able to apply gravity to that object, we will be able to detect collisions that object undergoes, and a variety of other physics related properties.

In a future tutorial we will be able to change the physic properties of this rigidbody component, but as for now, we will just add gravity.


Previous Lesson
Next Lesson

Author: trav

I'm just an average guy that love programming.

Share This Post On

1 Comment

  1. Good question- 2 ronseas. When you declare (create) a variable, ie var playerScore: int; , it only needs to be done once. Remember, everything inside function Update() happens each and EVERY frame. So if your game is running at 60fps, that’s literally re-creating that variable 60 times per second. Technically, it’s a very tiny performance hit, but can magnify quickly if done a lot. Also, you’ll find yourself searching to squeeze every possible drop of performance out of you game, especially for iPhone/Android, so even little things matter!Secondly, if I declared that playerScore variable in the function Update() area, that would mean it gets reset to 0 each frame. Obviously, we wouldn’t want that.In my opinion, things like performance details/etc are not a big deal to worry about yet, just paint with broad strokes and get the hang of JavaScript, then focus in and improve technique, workflow, etc. At least, that’s my strategy

    Post a Reply

Submit a Comment

Your email address will not be published. Required fields are marked *


You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>