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RigidBody2DApplyImpulse Method

Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin.

Namespace:  Godot
Assembly:  GodotSharp (in GodotSharp.dll) Version: 1.0.0
Syntax
C#
public void ApplyImpulse(
	Vector2 offset,
	Vector2 impulse
)

Parameters

offset
Type: GodotVector2

[Missing <param name="offset"/> documentation for "M:Godot.RigidBody2D.ApplyImpulse(Godot.Vector2,Godot.Vector2)"]

impulse
Type: GodotVector2

[Missing <param name="impulse"/> documentation for "M:Godot.RigidBody2D.ApplyImpulse(Godot.Vector2,Godot.Vector2)"]

See Also