一、知识要点 1 Rigidbody:Control of an object's position through physics simulation.Adding a Rigidbody component to an object will put its motion under the control of Unity's physics engine. Even without adding any code, a Rigidbody object will be pulled downward by gravity and w...
//确保把一个character controller组件附加到同一个游戏物体上。 //It is recommended that you make only one call to Move or SimpleMove per frame. //建议你每帧仅仅调用一次Move或者SimpleMove。 var speed : float = 6.0; var jumpSpeed : float = 8.0; var gravity : float = 20.0; private var mov...
//确保把一个character controller组件附加到同一个游戏物体上。//It is recommended that you make only one call to Move or SimpleMove per frame.//建议你每帧只调用一次Move或者SimpleMove。var speed : float = 6.0;var jumpSpeed : float = 8.0;var gravity : float = 20.0;private va...
}// Apply gravitym_MoveDirection.y -= m_Gravity * Time.deltaTime;// Move the controller, and set grounded true or false depending on whether we're standing on somethingm_Grounded = (m_Controller.Move(m_MoveDirection * Time.deltaTime) & CollisionFlags.Below) !=0; }// Store point that...
Unity's physics engine. Even without adding any code, a Rigidbody object will be pulled downward by gravity and will react to collisions with incoming objects if the rightCollidercomponent is also present.The Rigidbody also has a scripting API that lets you apply forces to the object ...
jumping.lastButtonDownTime = Time.time; if (grounded) velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime; else { velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime; // When jumping up we don't apply gravity for some time when the user is ...
改变的其中一个使用的预制体,在“Prefab选项”中点击Apply选项,会把更改内容应用于所有预制体。 摄像机 摄像机常用操作: 把当前视角作为摄像机视角:Ctrl+Shift+F或者;GameObject–>Align With View 创建摄像机:Hierarchy面板右键–>Camera 选择摄像机:Inspector中勾选 ...
gravityThe gravity applied to all rigid bodies in the scene. IgnoreRaycastLayerLayer mask constant to select ignore raycast layer. maxAngularVelocityThe default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive. ...
Inverse SquaredThe force is applied as a function of the inverse-squred distance between the source and target. When the source and target are in the same position then the full force is applied but it falls-off squared as they move apart. This is similar to real-world gravity....
Use Gravity:False Freeze Position:Y Freeze Rotation:X, Y, Z 3. Enemy Component: Move Speed: 5 Health: 2 Damage: 1 Target Transform: None 现在,针对Enemy3也进行与上面同样的设置,但是把它的Scale设置成0.7,如下图所示。 接下来,把他们转换成预制,就像你操作最开始的那个敌人那样,并在「Enemy Produce...