All objects created with Emerald AI are created from an object pool so objects are recycled and not instantiated. The object pool can automatically expand when needed and can be used for custom code. ⭐ Built-
instance, 'collisionSpeedLoss', 1.0); // prevent collisions with objects form causing a "wipeout" // (the "shouldCauseWipeout" property of the sprite is checked to determine this, set it to false to prevent wipeouts) // // NOTE: a "RoadRenderer.Sprite" object is passed in to "On...
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 ==...
If you add a collider component to a game object, you can detect collision events from your components by defining a specific set of methods. The following methods are only called when you have a Collider or Rigid Body component on both game objects. OnCollisionEnter - This function is calle...
with prefabs to add efficiencies in your workflows Get user input with GetKey and KeyCode to test for specific keyboard presses Use arrays to create an accessible list of objects or values and randomly select an object from that array Randomly generate values to randomize spawn positions ...
Communication: Properties for configuring the communication with its behavior model running in TwinCAT. Events: On Active Changed: Invoked when the drive starts or stops moving. Modeling Sensors Sensor Binary This device component can detect a collision between its detection zone and another collider ...
By default, a new Scene in Unity will have a Camera object in the scene called the Main Camera. It is possible to add multiple cameras to the scene, but we will only deal with the main camera for now.The main camera renders everything that it sees or captures in a specific region ...
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 ...
UniRx can handle MonoBehaviour events with UniRx.Triggers:using UniRx; using UniRx.Triggers; // need UniRx.Triggers namespace public class MyComponent : MonoBehaviour { void Start() { // Get the plain object var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); // Add ObservableXxxTrigger...
Additionally, this will also detect other Collider(s) at the start of the ray. In this case the ray is starting inside the Collider and doesn't intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the...