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 ⭐ ...
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...
The latest release of Unity's OpenXR package for Meta-specific features (v2.1) includes support for Quest Link when using AR... Read more Planned Colocation on Meta Quest Enable multiple headsets to share a virtual space or local multiplayer experience together while in the same physical spac...
When a collider enters its space, a trigger will call the OnTriggerEnter function on the trigger object’s scripts.Collision callbacks for scriptsWhen collisions occur, the physics engine calls functions with specific names on any scripts attached to the objects involved. You can place any code ...
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RaycastHit hitInfo;if(Physics.Raycast(ray,outhitInfo)){//划出射线,只有在scene视图中才能看到Debug.DrawLine(ray.origin,hitInfo.point); GameObject gameObj=hitInfo.collider.gameObject; Debug.Log("click object name is"+gameObj.name);//当射线碰撞目标为boot类型的物品,执行拾取操作if(gameObj.tag =...
You can now mark surfaces with specific pathfinding tags. Just add theRecastMeshObjcomponent to an object and set the mode toWalkableSurfaceWithTag. This is much less error-prone (and faster) than having to use a GraphUpdateScene component. ...
UniRx (Reactive Extensions for Unity) is a reimplementation of the .NET Reactive Extensions. The Official Rx implementation is great but doesn't work on Unity and has issues with iOS IL2CPP compatibility. This library fixes those issues and adds some specific utilities for Unity. Supported platfor...
Instead, we'll use two of Unity's collision event methods – OnCollisionEnter and OnCollisionExit –to detect when we touch or leave a platform. As long as we're touching a platform, we apply an acceleration to make us run faster. Let's make the acceleration configurable and set it ...
The Animation window is linked with with the Hierarchy window, the Project window, the Scene view, and the Inspector window.当在Scene里选中特点的GameObject的时候,Animation Window会自动显示其timeline和关键帧数据,当在Project窗口下选择特定的AnimationClip.asset时,同样也会这样 2.1.1 Animation窗口布局介绍...