World Acceleration Scale---与World Velocity Scale共同组成布料的GameObject.transfrom的运动会对物理模拟造成的影响比例.Friction---当布料碰到在这个列表中存在的Collider时所产生的摩擦力, 这只会影响布料的模拟. 上面说过了布料的物理模拟是单向的.Collision Mass Scale---How much to increase mass of colliding ...
// Part about taking damage and taking damage when colliding with platforms that do damage and level borders public void TakeDamage(int Damage) { Health = Health - Damage; } public void Die() { Destroy(this.gameObject); } IEnumerator DelayBetweenDamage() { DelayCheck = false; TakeDamage(...
automation, you can check collisions between two specific objects ( Colliding ), or feed it your own list of objects to check against (gameObject.isCollidingWithDictionaryObjects). WHY THIS EXISTS=== The Unity3D team has put a lot of effort into giving better tools to those who make 2D gam...
This is the GameObject that is colliding with your GameObject. Access this to check properties of the colliding GameObject, for example, the GameObject’s name and tag. using UnityEngine;public class CollisionGameObjectExample : MonoBehaviour { //Detect collisions between the GameObjects with Collider...
gameObject The GameObject whose collider you are colliding with. (Read Only). impulse The total impulse applied to this contact pair to resolve the collision. relativeVelocity The relative linear velocity of the two colliding objects (Read Only). rigidbody The Rigidbody we hit (Read Only). This...
//Check if we're colliding if(Physics.Raycast(transform.position,transform.forward,hit,rayCastLenght)) { //...with a door if(hit.collider.gameObject.tag=="door") { //open the door hit.collider.gameObject.animation.Play("door_open"); ...
GameObject.Find("g_Count").guiText.text = ""+GRENADE_AMMO; } } var rayCastLength = 5; function Update() { var hit : RaycastHit; //check if we're colliding if(Physics.Raycast(transform.position, transform.forward, hit, rayCastLength)) ...
print("Still colliding with trigger object "+other.name); } voidOnTriggerExit(Colliderother) { print(gameObject.name+" and trigger object "+other.name+" are no longer colliding"); } As before, if you don’t need info about the other collider, you can leave it empty and speed things ...
您可以调用对撞对象上的方法来获取它与之碰撞的内容,获取对它们所碰撞的内容的引用,并销毁该gameObject...
For example, you can use it to check if a bullet is colliding with something that can take damage (e.g., the player) or not (e.g., the wall).Notes:You cannot implement the same function twice on the same GameObject. A complete function implementation must include a Function Start and...