Static Collider This is a GameObject that has a Collider but no Rigidbody. Static colliders are used for level geometry which always stays at the same place and never moves around. Incoming rigidbody objects will collide with the static collider but will not move it. ...
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 Colliders attached void OnCollisionEnter(Collision collision) { //Check...
Capsule Colliders---要对布料产生交互的胶囊碰撞体. Sphere Colliders---要对布料产生交互的ClothSphereColliderPairs. 可以理解为他是按照一组来的, 一组中可以只有一个SphereCollider, 也可以有两个, 当有两个的时候, 那么这两个SphereCollider会在布料的碰撞系统中被”焊接”起来. 这样就允许通过两个大小不同...
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...
主要组件有Capsule Collider、脚本RigidBody First Person Controller 与FPSController控制器不同的一点是,一个是用CharacterController控制移动,一个是控制人物本身的刚体,给刚体添加一个方向力,就可以移动 三、脚本详细解析 第一人称控制器 FirstPersonController ...
The following image shows the colliders for two cubes and two sprites. The positions of the two cubes differ only along the z-axis, and the positions of the two sprites differ only along the z-axis. As you’d expect, the two cubes are not currently colliding, but what you might not ...
print("There are "+collisionInfo.contacts.Length+" point(s) of contacts"); print("Their relative velocity is "+collisionInfo.relativeVelocity); } voidOnCollisionStay(CollisioncollisionInfo) { print(gameObject.name+" and "+collisionInfo.collider.name+" are still colliding"); ...
主要组件有Capsule Collider、脚本RigidBody First Person Controller 与FPSController控制器不同的一点是,一个是用CharacterController控制移动,一个是控制人物本身的刚体,给刚体添加一个方向力,就可以移动 三、脚本详细解析 第一人称控制器 FirstPersonController ...
bool IsCollidingVertically () { Origin = StartPoint; DistanceBetweenRays = (collider.bounds.size.x - 2 * margin) / (NOofRays - 1); for (i = 0; i<NOofRays; i++) { // Ray to be casted. ray = new Ray (Origin, Vector3.up * DirectionFactor); ...
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 a Mesh Collider. To create a Compound Collider, create child objects of your colliding object, then add a ...