- 碰撞体在遇到其他动态碰撞体(即包含rigidbody)使用离散式碰撞检测(Discrete),在遇到静态MechCollider...
Trigger colliders can be any collider type (static or Rigidbody), but in most cases it’s good practice to make the trigger collider a static collider. and add a Rigidbody to the GameObject that passes through the trigger. If several GameObjects are passing through one trigger, there must...
别的情况暂不论。如果是类似子弹的物体,用连续的射线检测。而不是碰撞盒。子弹每帧从上一帧的位置向...
(Colliders can also be disabled according to the layer they are on by using the Collides With property.) The popup also has a Planes mode option which allows you to add a set of planes to the scene that don’t need to have colliders. This option is useful for simple floors, walls ...
Mesh Colliders cannot collide with each other unless they are marked as Convex. Therefore, they are most useful for background objects like environment geometry. 我猜想可能是跟碰撞算法有关,具体底层的碰撞算法是怎么写的,我只能是猜测,计算的是凸多边形之间的碰撞检测,这里自定义碰撞边缘,默认的就是Mesh...
2D physics engine is able to move colliders and make them interact with each other, so a method is required for the physics engine to communicate this movement of colliders back to the Transform components. This movement and connection with colliders is what a Rigidbody 2D component is for....
RotateAround transform about axis passing through point in world coordinates by angle degrees. 按照angle度通过在世界坐标的point轴旋转物体。 LookAt transform so the forward vector points at /target/'s current position. 旋转物体,这样向前向量指向target的当前位置。
Collision Detection 碰撞检测 Used to prevent fast moving objects from passing through other objects without detecting collisions. 用于防止快速移动的物体通过其他物体不检测碰撞。 Discrete 不连续 Use Discreet collision detection against all other colliders in the scene. Other colliders will use Discreet col...
To see a trigger in action, mark the Square GameObject's collider as a trigger: Play the scene, and we’ll see that Circle GameObject is passing through the Square GameObject: This happens because the Square GameObject is a trigger now. The physics engine won’t generate the expected behavio...
The issue was that this package tries to find all converters by looping through all types in all assemblies. You should see better performance now, as we are using more optimized code paths and making use of Unity'sTypeCache. If your project still suffers from big lag spikes, then you can...