Constant Force is a quick utility for adding constant forces to a Rigidbody. This works great for one shot objects like rockets, if you don't want it to start with a large velocity but instead accelerate. 恒力(Constant Force)是添加恒力到刚体的一个快速工具,对于像火箭一个发生物体,这是一个...
Constant Force is a quick utility for adding constant forces to a Rigidbody. This works great for one shot objects like rockets, if you don't want it to start with a large velocity but instead accelerate. 恒力是一种快速有效地给刚体添加恒定外力的方法。适用于类似于火箭等射出的对象,如果你不...
public voidAddForce(Vector2force,ForceMode2Dmode= ForceMode2D.Force); Parameters forceComponents of the force in the X and Y axes. modeThe method used to apply the specified force. Description Apply a force to the rigidbody. The force is specified as two separate components in the X and Y...
voidFixedUpdate() { if (Input.GetButton("Jump")) { //Apply a force to thisRigidbodyin direction of this GameObjects up axis m_Rigidbody.AddForce(transform.up * m_Thrust); } } } Declaration public voidAddForce(floatx, floaty, floatz,ForceModemode= ForceMode.Force); ...
使用类方法(如MovePosition或AddForce)来移动Rigidbody对象。直接转换其Transform组件可能导致重新计算物理世界,在复杂场景中,这样需要较大开销。 在FixedUpdate中而不是Update中移动物理体。 4.9 Kinematic Kinematic刚体消耗比动态刚体更少的性能. Kinematic对象仅拥有一部分物理效果, 不受物理引擎中力的影响,但可以对其他Ri...
1.Rigidbody 2D 刚体 Rigidbody 2D组件将对象置于物理引擎的控制之下, 许多概念与标准刚体相似。 组件转移到刚体2D不同之处在于,在2D中,物体只能在XY平面上移动,并且只能在垂直于该平面的轴上旋转。 2.Constant Force 2D 刚体恒定力 Constant Force 2D是一个快速添加恒定力的工具到刚体2D。
rigidBody = this.GetComponent<Rigidbody>(); 1. 添加力 // 相对世界坐标 // 世界坐标系 Z轴正方向加了一个力 // 加力过后 对象是否停止移动 是由阻力决定的 // 如果阻力为0 那给了一个力过后 始终 是不会停止运动 rigidBody.AddForce(Vector3.forward * 10); ...
protected Rigidbody2D rigid2D; ConstantForce2D constantForce2D; private SpriteRenderer spriteRenderer; private Animator animator; public LayerMask layerMask;//接触的物体层 public LayerMask tarLayerMask;//攻击的物体层 public float minGroundNormalY = 0.6f;//与物体碰撞的法向量的用于定义是否站在地面上的y...
Using RigidBody AddForce() method to move Game Object in Unity. While normal movement of gameobject is possible by changing its position coordinates, for rigid bodies we can also use some built-in methods to enhnance movement effects of game objects.
输⼊你不能放到FixedUpdate⾥做,因为你有可能丢失(即没有捕获)某⼀帧的输⼊事件。固定时间刷新这个概念只能⽤于更新连续性的物理系统。对于⾮连续性的物理系统,类似射线检测函数Physics.Raycast,以及Rigidbody.AddForce都应该在update⾥做。unity其实是想后者放在fixed update⾥做的。物理系统的衡量是以...