moveDirection *= airSpeed; downwardForce += gravity * Time.deltaTime; } }//Applying gravity to the controllermoveDirection.y -= downwardForce * Time.deltaTime;//Making the character movecontroller.Move(moveDirection * Time.deltaTime); }voidOnTriggerEnter(Collider collider){if(collider.tag ==...
但其中重力 只有调用SimpleMove方法移动会自动使用重力,使用Move方法移动则没有重力,需要自己添加 代码解读 usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;[RequireComponent(typeof(CharacterController))]publicclassPlayerController:MonoBehaviour{publicfloatspeed;publicfloatgravity;CharacterControllercc...
controller.Move(move * speed * Time.deltaTime); // 处理跳跃 if (Input.GetButtonDown("Jump") && isGrounded) { velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity); } // 应用重力 velocity.y += gravity * Time.deltaTime; // 移动角色 controller.Move(velocity * Time.deltaTime); } } ...
var jumpSpeed : float = 8.0; var gravity : float = 20.0; private var moveDirection : Vector3 = Vector3.zero; function Update() { var controller : CharacterController = GetComponent(CharacterController); if (controller.isGrounded) { // We are grounded, so recalculate // move direction direct...
{ public CharacterController controller; public float speed = 12f; public float speedy; public float speedOffset = 3f; public float gravity = -9.81f; public float jumpHeight = 3f; public float playerHeight = 1.6f; public float groundDistance = 0.4f; Vector3 velocity; bool isGrounded; // ...
gravityWeightThe current gravity weight based on current animations that are played. hasBoundPlayablesReturns true if Animator has any playables assigned to it. hasRootMotionReturns true if the current rig has root motion. hasTransformHierarchyReturns true if the object has a transform hierarchy. ...
Gravity on the rigid body makes the player fall. There’s a collider on the player and on the platform, so the player stops. Keyboard, mouse, and touch input are read and moves the player. The player jumps between platforms by applying rigidbody.AddForce to make it jump, and moves ...
对于暂时不需要的后处理效果,应从场景中Remove而不是Disable。17.性能优化理论(1)-Unity中的Culling剔除·Culling、Simpling、Batching概念Culling剔除、Simplization简化、Batching合批,三者的最终目的均为优化渲染提前期,使得渲染下游能够持续得获取数据并处理。 细分起来,Culling为去除不需要渲染的信息,Simplization为对待渲...
人物控制,使用了Character Controller: usingUnityEngine;publicclassCController:MonoBehaviour{publicfloatrotationSpeed=5.0f;publicfloatwalkSpeed=1f;publicfloatrunSpeed=3f;publicfloatsmoothSpeedChange=5.0f;// 速度切换的平滑度publicfloatgravity=9.81f;privateAnimator_animator;privateCharacterController_characterController...
Disable the Use Gravity checkbox Enable the Is Kinematic checkbox DisablingUse Gravitywill make the germ float, and enablingIs Kinematicwill stop bullets (or anything else) from moving it around. 添加碰撞器 Sphere Collider: image.png In the Center field, set Y to 0.95. This will ensure that ...