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Force Applicator

Applies a force along a local vector while active. Useful for thrusters, jets, or similar mechanics on props.

force-applicator.png

Rigidbody the force is applied to.

Vector the force is applied along. Separate fields for the local X, Y, and Z axes.

Force applied, measured in newton-meters.

When active, restricts the applicator so it only produces force while the attached GameObject is inside a Fluid Volume. If the component has no existing Collider, a small trigger SphereCollider (radius 0.0125) is added so enter/exit events can fire.

Each FixedUpdate, if the submerged check passes (or Only While Submerged is off) and Target is not null, the applicator adds transform.TransformDirection(forceVector) * strength at this GameObject’s position via Rigidbody.AddForceAtPosition.

Trigger enter/exit events track which fluid volumes this object is inside. The applicator does not apply buoyancy — it only reads submerged state.

There are currently no examples. If you would like to add one, please contribute. Community contributions can be submitted to our Documentation GitHub.

  • CVR-GameFiles/ABI.CCK.Components/ForceApplicator.cs