Constraint B: Maintains maximum distance only between two anchor points on two bodies (when Max Distance Only is checked).You can use this Joint 2D to construct physical objects that need to behave as if they are connected with a rigid connection that can rotate.Using...
var heading = target.position - player.position; As well as pointing in the direction of the target object, this vector’s magnitude is equal to the distance between the two positions. It is common to need a normalized vector giving the direction to the target and also the distance to the...
using UnityEngine;namespace HutongGames.PlayMaker.Actions{ [ActionCategory(ActionCategory.GameObject)] [Tooltip("Measures the Distance betweens 2 Game Objects and stores the result in a Float Variable. \nOptionaly ignore axis to obtain planar distance axis distance. \nExample: ignore the y axis ...
The Distance function is represented by a two-level SDF structure, the step lenght of ray marching is first sampled from a Global Distance Field (GDF) and then the local SDF of adjancent objects. To make smooth the transition between global SDF and local SDF inside object's bounding box, ...
This approach may result in the inability to correspond to the respective position changes of different individuals between different frames. To address this, we let Unity process as many frames as possible in unit time and only generate special effects for the current frame. When the frame rate...
Vector2[] PointsFromClipperPath(Path path, float scale) TriangleNetAddOns Bridges the gap between libraryModel.Polygonobjects andTriangle.NETmodels (meshes, voronoi diagrams). TriangleNet.Geometry.Polygon TriangleNetPolygon(this Polygon this_)
When considering such things as resolving power and image scale from the optical standpoint (ignoring the receptor/sensor part), all the action is occurring *between* the entrance pupil and the image surface. The relationship between wavelength of light, entrance pupil aperture and focal length as...
class in UnityEngine / 继承自:AnchoredJoint2D 描述 关节,使两个 Rigidbody2D 对象保持相距固定距离。 注意,与 SpringJoint2D 组件不同,这些对象的分开距离是真正固定的,不允许任何拉伸。 另请参阅:HingeJoint2D类、SliderJoint2D类、SpringJoint2D类。
The difference between the two is that the Distance Field Overlay variant always renders the TextMesh Pro object on top of everything else in the Scene, while the Distance Field variant renders the Scene normally—objects in front of the TextMesh Pro object are rendered on top of the text....
Since the procedure uses the orthogonal distances between the measurements and the nominal geometry, distances can be directly compared to half the tolerance value: a higher value of the distance signals the non conformity of the measurement and a lower value means the conformity of the measurement...