Interpolate:差值项,当刚体在运动过程中出现不正常的抖动现象时,可以使用此项设置平滑操作,有三个选项,分别为(None【不进行平滑操作】,Interpolate【根据上一帧进行平滑操作】,Extrapolate【根据下一帧进行平滑操作】) Collision Detection:碰撞发现项,主要是用于设置使用了刚体组件的物体在与其他刚体发生碰撞的
Interpolate插值方式选择Interpolate,因为有时物理与图形的不同步会导致视觉抖动,打开插值可以进行平滑。 Collision Detection碰撞检测选择Continuous,防止角色没有检测碰撞而穿过其他对象。 四、角色移动状态切换的实现 移动状态要接受玩家的输入,使角色相应移动。空闲状态和移动状态的切换需要判断玩家是否有移动的输入: 若有输...
var freezeRotation : bool 冻结旋转,使物理因素不能改变物体的旋转 var collisionDetectionMode :CollisionDetectionMode 刚 体的碰撞检测模式。为了获得最佳效果,对于快速移动的物体,应设置动态连续碰撞检测模式(ContinuousDynamic),以防止物体还没检测到碰 撞就穿越了被碰撞物体;对于被碰撞物体,应设置连续碰撞检测模式(Co...
//在Unity中,你可以为场景中的对象分配不同的层,以便更好地管理和处理它们。 //LayerMask通常用于射线投射(Raycasting)或碰撞检测(Collision Detection) [SerializeField] private LayerMask jumpableGround; //设置只能在地面上跳一次的功能 private float dirX = 0f;// 用于判断 //[SerializeField] 可以将moveSpee...
新的连续碰撞检测(CCD)模式将确保快速移动的物体与物体碰撞,而不是隧穿这些物体,这可能会在默认的“离散”模式下发生。此API在Unity版本2020.3.5f1+中可用。阅读更多关于连续碰撞检测(CCD)的信息(https://docs.unity3d.com/2020.3/Documentation/ScriptReference/ArticulationBody-collisionDetectionMode.html)。
The Rope Toolkit brings stable and fast rope physics to your project. Simulate simple wires or more advanced setups with pulleys & weights that require active collision detection. Mobile friendly! Render pipeline compatibility The Built-in Render Pipeline is Unity’s default render pipeline. It is...
Collision Detection An object gets its mass from its RigidBody component, but you also need to tell Unity how to handle collisions with this object. The size and shape of your artwork or models doesn’t matter here, although scaling does affect physics on the object itself. What matters is...
The character controller iseasy to control and tweakvia the inspector. For those of you wondering, the Player/platforms collision detection is made using raycasts, it's not a physics based engine, although you can mix some physics with it, as you can see in the demo (the crates for exampl...
- A tight character controller for your player, complete with collision detection, slope handling, movement, jumps (and as many more jumps as you like), weapons (melee, hitscan, projectiles...), damage types, grid based movement, auto aim, stun, combo weapons, charge weapons, surface sounds...
In Unity 5.0, the SDK generates all the data required to handle fast movement. You just enable continuous collision detection and it works. PhysX3 features an algorithm used to detect whether the expensive CCD simulation is actually needed given the current body velocity or a default discreet wou...