The system can calculate the velocity using a Rigidbody component, if one exists, or by tracking the movement of the Transform component. If no Rigidbody component exists, the system uses its Transform component by default. Max Particles 系统中同时允许的最多粒子数。如果达到限制,则移除一些粒子。
return; // Calculate push direction from move direction, // we only push objects to the sides never up and down var pushDir : Vector3 = Vector3(hit.moveDirection.x, 0, hit.moveDirection.z); // If you know how fast your character is trying to move, // then you can also multiply ...
需要注意的是,RVOController本身并不处理移动,一些游戏如果想使用transform.translate的话,也可以加一个CharacterController,甚至一些人可能想使用rigidbody也是没有问题的。但是要知道,它的移动速度是取决于RVOController的velocity计算的。 现在,好玩的事情来了。复制一个Cylinder,然后旋转它,让他们面对面再拉开距离,点击Pla...
and then used that number to calculate how many thread groups we should dispatch. As a result, we had to dispatch and draw with the number of particles we had emitted, and that was a waste. Also, since the same particle always uses the same slot in the buffer, it is still left there...
在playerController脚本中获得此速度:hitInfo.transform.gameObject.GetComponent<calculateMovingPlatformVelocity>().m_velocity。 另外要将player的body、foot以及movingPlatform的摩擦属性设为0和Minimum。 4,至此差不多搞定了,唯一一个问题就是发现人物跳上移动跳台后跳台的运动会变得不那么流畅(略微卡顿),而且可以看出并...
(velocity)); #endif return color; } else { // 确认是横向混合 还是 纵向混合 bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical) // 筛选出横向或纵向的混合数据 // Calculate the blending offsets: float4 blendingOffset = float4(0.0, a.y, 0.0, a.w...
= movingPlatform.hitPlatform) { if (movingPlatform.hitPlatform != null) { movingPlatform.activePlatform = movingPlatform.hitPlatform; movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix; movingPlatform.newPlatform = true; } } // Calculate the velocity based on the current and...
这里velocity的值是只有在物体移动时才会不等于0,angularVelocity在只有旋转时才会不等于0,即只有移动或旋转时才会晃动液体,移动的增量越大,液体摆动得越大。 最后把玻璃瓶的shader代码贴上 Shader "Toon/Lit Specular Alpha" { Properties{ _Color("Main Color", Color) = (1,1,1,1) _SColor("Specular Color...
In this unit students will continue exploring vectors and use them to calculate a velocity for the movement of game characters toward a goal location. 3.Vectors Part 3 This is a modal window. No compatible source was found for this media. ...