Duality.Components.Physics.RigidBody.ApplyWorldForce C# (CSharp) Method

ApplyWorldForce() public method

Applies a world force to the specified world point. You don't need to apply Time.TimeMult here, the physics simulation takes care of this.
public ApplyWorldForce ( System.Vector2 force, System.Vector2 applyAt ) : void
force System.Vector2
applyAt System.Vector2
return void
        public void ApplyWorldForce(Vector2 force, Vector2 applyAt)
        {
            MathF.CheckValidValue(force);
            MathF.CheckValidValue(applyAt);
            if (this.body == null) return;
            if (Scene.PhysicsFixedTime) force *= Time.TimeMult;
            this.body.ApplyForce(
                PhysicsConvert.ToPhysicalUnit(force) / Time.SPFMult,
                PhysicsConvert.ToPhysicalUnit(applyAt));
        }

Same methods

RigidBody::ApplyWorldForce ( System.Vector2 force ) : void