Use Gravity---是否使用世界重力.Damping---阻尼会应用于每个布料顶点. 要想打造看上去抖动更小的布料, 可以试试这个.External Acceleration---常量外力.Random Acceleration---随机外力.World Velocity Scale---与World Acceleration Scale共同组成布料的GameObject.transfrom的运动会对物理模拟造成的影响比例.World ...
except we push in jumpDir rather than jump upwards. velocity += jumping.jumpDir * movement.gravity * Time.deltaTime; } } // Make sure we don't fall any faster than maxFallSpeed. This
To avoid this, set the Gravity Scale to 0.Now, playing the game will not show any visible difference, because the GameObject does not have anything to do with its physics component yet.To solve our problem, let us open our code again, and rewrite it.public class Movement : MonoBehaviour ...
Whether you're using Box2D or NVIDIA® PhysX®, size does matter for Unity. If the scale of your models is not right, you may experience strange behaviours such as objects falling too slowly. It's tempting to increase the gravity to speed things up, but this will only make the simul...
当摄像机处于跟随主角状态时,那么主角移动后很有可能摄像机被别的模型挡住。这样用户体验就非常不好,一般3D游戏在处理视角的时候有两种方法,第一种是让被挡住的模型变成透明,第二种是拉近摄像机。前者时候固定视角游戏使用,后者适合变化视角游戏使用。两个我们都学一学蛤蛤。
teleport behind a wall. I also try withaddForce, but I want that my character has a constant speed, and it gives inertia, so it doesn't stop instantly when I release the key. I also try with.MovePosition(), but the character is shaking with this method (apparently, due to gravity)....
public float gravity = 10.0f; public float maxFallSpeed = 20.0f; // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. // Very handy for organization! // The last collision flags returned from controller.Move ...
GKC is the most complete engine solution with 1st/3rd Person Controller & unique mechanics, RPG systems, Gravity and Sci-Fi features! Render pipeline compatibility The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options fo...
Attempting to develop something which is fast from the beginning is risky, because there is a trade-off between wasting time making things that would be just as fast if they weren’t optimized and making things which will have to be cut or replaced later because they are too slow. It take...
I had to use continuous physics on the players and tweak the gravity/mass to get the quick & reactive feel we wanted, but the game was basically playable 6 hours in! After that it was all tweaking the controls, adding visual feedback, determining the endgame condition and coerce the GGJ...