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时候,进行碰...
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...
解决方法一:将Rigidbody2D的CollisionDetection属性从Discrete改为Continuous 但是很耗性能。 解决方法二:通过射线时刻检测“即将走的距离”上是否会发生碰撞,从而决定最终走多远的距离 这个方法甚至可以不挂刚体了,直接通过射线来获取碰撞。(但是OnCollisionEnter2D那些函数也不能用了) 但要注意的一点是,射线是会撞到玩家...
Select your preferred scripting language. All code snippets will be displayed in this language. enumeration Description Controls how collisions are detected when aRigidbody2Dmoves. See Also: [[Rigidbody2D::collisionDetectionMode]]. Variables
TheWeapon Collision Componentallows an AI's weapon's collider to deal damage to targets. This can also be used for other collision-based attacks like an AI hitting their targets with their bodies or a charge attack. ⭐ Multiple Weapon Type Support ⭐ ...
Rigidbody检查方式,检测间隔,Collision Detection 持续的。离散型的。 CheckList Simple checklist to make your game faster对于PC建筑(取决于目标GPU)时,请记住下面的200K和3M顶点数每帧。如果你使用内置着色器,从挑选的那些移动或熄灭类别。他们在非移动平台以及工作,但更复杂的着色器的简化和近似版本。 保持每个...
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)。
- 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...
//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moveSpeed和jumpForce直接显示在组件里,方便修改 ...
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...