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

Target
Section titled “Target”Rigidbody the force is applied to.
Force Vector
Section titled “Force Vector”Vector the force is applied along. Separate fields for the local X, Y, and Z axes.
Strength
Section titled “Strength”Force applied, measured in newton-meters.
Only While Submerged
Section titled “Only While Submerged”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.
Behaviour
Section titled “Behaviour”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.
Examples
Section titled “Examples”There are currently no examples. If you would like to add one, please contribute. Community contributions can be submitted to our Documentation GitHub.
Source
Section titled “Source”CVR-GameFiles/ABI.CCK.Components/ForceApplicator.cs