接下来,您将添加一些代码来获取OnTriggerExit()下面的对象: privatevoidGrabObject(){// 1objectInHand=collidingObject;collidingObject=null;// 2varjoint=AddFixedJoint();joint.connectedBody=objectInHand.GetComponent<Rigidbody>();}// 3privateFixedJointAddFixedJoint(){FixedJointfx=gameObject.AddComponent<Fi...
When two objects collide, a number of different script events can occur depending on the configurations of the colliding objects’ rigidbodies. The charts below give details of which event functions are called based on the components that are attached to the objects. Some of the combinations only...
relativeVelocity The relative linear velocity of the two colliding objects (Read Only). rigidbody The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached. transform The Transform of the object we hit (Read Only). Public Methods GetConta...
Collision 描述了一个碰撞。 public Vector3 relativeVelocity { get; } 摘要:The relative linear velocity of the two colliding objects (Read Only).两个碰撞物体的相对线速度(只读)。 public Rigidbody rigidbody { get; } 摘要:The Rigidbody we hit (Read Only). This is null if the object we hit ...
public static float bounceThreshold { get; set; } 摘要:Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. 两个相对速度低于此值的碰撞对象不...Markdown --常用符号和快捷键(随用随更) 这个目录的作用:随看随用 添加目录([toc]) 标题级别(...
;if (!isColliding){// 实例化需要生成的物品和动物PrefabGameObject objectToSpawn = objectsToSpawn[Random.Range(0, objectsToSpawn.Length)];Instantiate(objectToSpawn, randomPosition, Quaternion.identity);}}}
For instance, trigger events pass the Collider component of the colliding object to the handler function. 一些事件包含详细的消息信息.例如,触发事件传递碰撞对象的Collider组件到处理函数. OnTriggerStay gives us a reference to a collider. From the collider we can get to its attached rigidbody. On...
12 // colliding two non-space geoms, so generate contact 13 // points between o1 and o2 14 int num_contact = dCollide (o1, o2, max_contacts,contact_array, skip); 15 // add these contact points to the simulation ... 16 }
The relative linear velocity of the two colliding objects If we don’t need to use this information in our script, we can declare the OnCollision/OnTrigger methods without the logging parameter. Collider interactions You probably noticed in the last section that there is parity between the OnCol...
您可以通过OnCollisionStay2D(Collision collisionInfo)方法进行碰撞检测。如果您获得了与您发生冲突的对象的...