Layer Collision Matrix 是一个对称的矩阵,每一行和每一列对应一个Layer。 勾选矩阵中的方框表示这两个Layer之间允许发生碰撞,反之则不允许。 layer的碰撞设置矩阵 射线检测 使用LayerMask 控制射线检测的目标 Layer。例如,只检测 Enemy Layer 的对象。 // 检测名为"Enemy" Layer 的对象 int layerMask
字符串长256个字符,每8个字符表示一个int,这里的int表示unity层&运算右边的数值如: layer&mask>0//表示碰撞 layer表示unity指定Layer的值,mask就是m_LayerCollisionMatrix中一个int的值。 读取一个int fefbff3f //表示int:3f ff fb fe
使用Edit>ProjectSettings>Physics命令,可以找到Layer Collision Matrix属性,用它来设置哪些游戏对象之间可以进行物理交互。 4.用于射线检测的Layer。在某些情况下,可以使用Layer来忽略一些collder或Collision,比如在做射线检测时。 5.通过名称获取和开启/关闭Layer。可以通过LayerMask.NameToLayer方法获取特定的Layer,例如:...
[Editor] "Gizmos" and "Layer Collision Matrix" Properties tooltip missing under "Physics2D" in the "Project Setting" windowPhysics2D - Sep 09, 2020 The tooltip is missing for "Gizmos" and "Layer Collision Matrix" Properties under "Physics2D" in the ...
Physics Layer Collision Matrix's Layer names, checkboxes and hover highlights become misaligned when the Editor's UI Scaling gets changed- Sep 16, 2024 Reproduction steps: 1. Open the attached “IN-83682 Physics Layer Collision Matrix Bug _ ...
Raycasting uses Unity’s physics engine, and the visual collision matrix can be found by navigating to Edit>Project Settings>Physics. Here you can see that there is an Ignore Raycast layer, specifically for removing any object you never want to be detected by a raycast. A ticked box is ...
Layer-based collision detection is a way to make a GameObject collide with another GameObject that is set up to a specific Layer or Layers.Objects colliding with their own layer The image above shows six GameObjects (3 planes, 3 cubes) in the Scene view, and the Layer Collision Matrix ...
Layer-based collision detection is a way to make a GameObject collide with another GameObject that is set up to a specific Layer or Layers.Objects colliding with their own layer The image above shows six GameObjects (3 planes, 3 cubes) in the Scene view, and the Layer Collision Matrix ...
A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider.The Layer Collision Matrix defines which layers can contact other layers. Additionally, you can include and exclude layers per Collider or for all Colliders atta...
SortingLayer は複数のスプライトのレンダリングの順序を簡単に設定することができます。デフォルトの SortingLayer の名前は最初に追加されるすべてのスプライトはどれでも常に "Default" なります。スプライトのグループのレンダリングの順序の制御を簡単にするために多く