三个可用的重载版本是GetComponent(string)、GetComponent<T>()、GetComponent(typeof(T)),目前Unity的绝大多数版本中,效率最高的是GetComponent<T>()。接下来我们用一些简单测试验证一下。 int numTest = 1000000; TestComponent testComponent; using (new CustomTimer("GetComponent(string)", numTest)) { for ...
在Unity理引擎中,使用刚体(RigidBody)来模拟这种物理效果,当一个游戏对象被赋予刚体组件之后,游戏引擎就会对其进行物理效果的计算和模拟。同时我们也可以给这个对象施加各种作用力,让它运动起来。另外如果要实现重力的效果,那么相应的游戏物体都必须附上刚体组件。 组件的添加:在Inspector面板中->Add Component->Physics->...
Returns the force that the Rigidbody has accumulated before the simulation step.The accumulated force is reset during each physics simulation step. using UnityEngine;public class AddForceScript : MonoBehaviour { private Rigidbody rigidbody; void Start() { rigidbody = GetComponent<Rigidbody>(); rigi...
ローカル座標における、Rigidbody オブジェクトの相対的速度を取得します GetRelativePointVelocity は、速度を計算する時にリジッドボディの angularVelocity を考慮に入れます。 using UnityEngine; using System.Collections;public class ExampleClass : MonoBehaviour { public Rigidbody rb; void Start() {...
Returns the torque that the Rigidbody has accumulated before the simulation step.The accumulated torque is reset during each physics simulation step. using UnityEngine;public class AddTorqueScript : MonoBehaviour { private Rigidbody rigidbody; void Start() { rigidbody = GetComponent<Rigidbody>(); ri...
; wxFont font = WX.GetWXFont(fontPath, fontSize); wxLabel label = new wxLabel(text, font); label.SetPosition(new Vector2(0, 0)); GameObject go = new GameObject("Label"); go.AddComponent<BoxCollider>(); go.AddComponent<Rigidbody>(); go.transform.position = label.transform.position;...
FluidComponent.FluidOperateType Light.Type PhysicsWorld.DebugMode SceneKit.Property.GraphicsBackend SpringConstraint.AxisType com.huawei.hms.scene.sdk.render.model Overview Class Summary HitTestResult RayCastResult Time com.huawei.hms.scene.sdk.ux.ar Overview Interface Summary ARView...
Unity学习笔记:学习中一些问题整理(父子物体坐标设置、刚体约束、Input.GetAxis、Rigidbody2D和Collider、Trigger) 1.父子物体坐标设置: 当一个物体被设置为另一个物体的子物体时,他的坐标就会相应变成相对于父物体的坐标。 (听老师提了一句什么,一般来说,貌似是在杠加入场景还在微调,比如说旋转移动子物体让他跟父物...
The new C# job system and entity component system from Unity* don't just allow you to easily leverage previously unused CPU resources, they will also help run all your game code more efficiently in general. Then you can use those extra CPU ...
FluidComponent.FluidOperateType Light.Type PhysicsWorld.DebugMode SceneKit.Property.GraphicsBackend SpringConstraint.AxisType com.huawei.hms.scene.sdk.render.model Overview Class Summary HitTestResult RayCastResult Time com.huawei.hms.scene.sdk.ux.ar Overview Interface Summary ...