4.When you attach a Mesh Collider to a GameObject, its Mesh property will default to the mesh being rendered. You can change that by assigning a different Mesh. 当为游戏对象附加了网格碰撞器,其网格属性将被定义为用于渲染的网格,可以通过指派其他网格来改变。 5.To add multiple Colliders for an ...
When you attach a Mesh Collider to a GameObject, its Mesh property will default to the mesh being rendered. You can change that by assigning a different Mesh. 当为游戏对象附加了网格碰撞器,其网格属性将被定义为用于渲染的网格,可以通过指派其他网格来改变。 To add multiple Colliders for an object...
第一步:捏一个有起伏的mesh 第二步:Physics.Raycast 一般来说,我们会用 Physics.Raycast 来得到射线碰到的collider的信息,如point,collider.gameObject(得到go实例和挂载的脚本实例) 或者是 textureCoord(得到uv)。 或者用 Physics.RaycastAll 来得到所有符合layerMask的collider的hit数组 RaycastHit[](注:无序,最先射...
GameObject parent = collidersObjects.Dequeue(); AddGameObjectCollider(parent); for (int j = 0; j < parent.transform.childCount; j++) { collidersObjects.Enqueue(parent.transform.GetChild(j).gameObject); } } } } 为了验证所有功能,我们在Assets/Scripts/Editor文件下创建一个BatchGenerateBoxColliders...
创建一个名为meshPainter的C#脚本,挂在这个模型上。 usingUnityEngine;usingSystem.Collections;[ExecuteInEditMode][RequireComponent(typeof(MeshCollider))]publicclassmeshPainter:MonoBehaviour{voidStart(){}voidUpdate(){}} 为了自定义脚本的Inspector显示,我们需要一个Style脚本,我们再创建一个meshPainterStyle.cs文件...
Unity官方API:https://docs.unity3d.com/Manual/ExecutionOrder.html。 2、序列化 转自:https://www.cnblogs.com/fzuljz/p/11168131.html unity的序列化在unity的开发中起着举重足轻的地位,许多核心的功能都是基于序列化和反序列化来实现的。序列化简单来讲就是就是将我们所要保存的数据进行二进制存储,然后当...
MeshDeformerdeformer = hit.collider.GetComponent<MeshDeformer>(); Of course that assumes that ourMeshDeformercomponent has aAddDeformingForcemethod. So add this method. Let's not do any deforming yet, though. First, just draw a debug line from the main camera to the point, to visualize the ...
Compound Colliders are combinations of primitive Colliders, collectively acting as a single Collider. They come in handy when you have a complex mesh to use in collisions but cannot use aMesh Collider. To create a Compound Collider, create child objects of your colliding object, then add a pr...
MeshCreates an empty Mesh. Public Methods MethodDescription AddBlendShapeFrameAdds a new blend shape frame. ClearClears all vertex data and all triangle indices. ClearBlendShapesClears all blend shapes from Mesh. CombineMeshesCombines several Meshes into this Mesh. ...
把MeshType改成Full Rect 美术只给了左边一半UI, 用2张图在Unity里拼, 然后发现中间有缝 把Filter Mode 改成 Point(no filter) MeshType 也要改成 Full Rect 改特效的startLifetime 特效是沿直线发射粒子, 需求是用startLifetime控制特效的长度 这样, 长度不是瞬间达到目标长度, 而是会缓慢变化到目标长度 ...