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A Rigidbody2D is a component used to tell Unity that it should put the GameObject under the control of the physics engine. In other words, GameObjects without a rigidbody do not exist for the physics engine. If we just add a 2D collider to our GameObject, nothing will happen because the...
com.unity.xr.interaction.toolkit@1.0.0-pre.2\Runtime\Interaction\Interactors\XRDirectInteractor.cs The culprit is the `OnTriggerEnter` and `OnTriggerExit` methods, which don't take into account that the colliding object might be made out of multiple col...
1Introduction One of the main goals of the present and proposed collider experiments is to search for dark matter (DM) particles. The DM makes up approximately 85% of the total mass in the Universe. Its existence is firmly confirmed by gravitational experiments [1,2], but composition and nat...
Telnov, Colliding γ e and γγ beams based on the single-pass e+e− colliders (of VLEPP type). Nucl. Instrum. Methods 205, 47 (1983) 98. I.F. Ginzburg, G.L. Kotkin, S.L. Panfil, V.G. Serbo, V.I. Telnov, Colliding γ e and γγ beams based on single-pass e+e−...
Collider components define the shape of an object for the purposes of physical collisions. A collider, which is invisible, need not be the exact same shape as the object’s mesh and in fact, a rough approximation is often more efficient and indistinguishable in gameplay....
When two objects collide, a number of different script events can occur depending on the configurations of the colliding objects’ rigidbodies. The charts below give details of which event functions are called based on the components that are attached to the objects. Some of the combinations only...
A simultaneous fit to the beam- separation dependence, during a vdM-scan pair, not only of the luminosity but also of the position, size, shape and orien- tation of the luminous region, makes it possible to estimate the single-bunch parameters of each colliding-bunch pair. In order to ...