GetRelativePointVelocity ローカル座標における、Rigidbody オブジェクトの相対的速度を取得します IsSleeping スリープモードかどうか Move Moves the Rigidbody to position and rotates the Rigidbody to rotation. MovePosition Moves the kinematic Rigidbody towards position. MoveRotation Rigidbody オブジェ...
2. MoveTowards(Vector3 current, Vector3 target, float maxDistanceDelta); MoveTowards(Vector3 current, Vector3 target, float maxDistanceDelta); Moves a point current in a straight line towards a target point. 3. Lerp Vector3.Lerp (Vector3 a, Vector3 b, float t); https://docs.unity3d.com...
GetRelativePointVelocity The velocity relative to the rigidbody at the point relativePoint. IsSleeping Is the rigidbody sleeping? Move Moves the Rigidbody to position and rotates the Rigidbody to rotation. MovePosition Moves the kinematic Rigidbody towards position. MoveRotation Rotates the rigidbody ...
// Because TemporaryBakingData is a [TemporaryBakingType] it only exists the same Bake pass that RigidBodyBaker ran // This means this Baking System will only run if the inputs to RigidBodyBaker change and cause it to re-bake // Additionally, because we are using no managed types in th...
设置Scale为(0.4,0.4,1), 添加碰撞机(Polygon Collider 2D或Box Collider 2D都可以), 如果是Box Collider 2D, 设置Size为(4,4), 添加Rigidbody 2D组件, 设置Gravity Scale为0, 并且勾选Fixed Angles属性. 设置完成后, 将对象保存为预制. 在这里只让章鱼简单的往前行走, 创建一个脚本, 命名为MoveScript, 代...
Rigidbody.Velocity() If your object has a Rigidbody component attached and you want to move it under physics simulation, you can manipulate its velocity property. Rigidbody rb = GetComponent<Rigidbody>(); rb.velocity = new Vector3(rb.velocity.x, desiredYVelocity, rb.velocity.z); Rigidbody...
Vector3 vel = npc.rigidbody.velocity; Vector3 moveDir = player.transform.position - npc.transform.position; // Rotate towards the waypoint npc.transform.rotation = Quaternion.Slerp(npc.transform.rotation, Quaternion.LookRotation(moveDir),
Cube添加一个刚体Rigidbody。这样测试时Cube就会降落到Plane上。 4、turnroundScript.cs的代码如下: using UnityEngine; using System.Collections; public class turnroundScript : MonoBehaviour { private Vector3 _moveDirection = Vector3.zero; private float _horizontalAxis = 0; private float _verticalAxis =...
// so that infin jumps are not a thing private float jumpCheckCounter; private bool jumping; private float moveInput; // inits rigid body private Rigidbody2D rb; void Start() { rb = GetComponent<Rigidbody2D>(); } void Update() { // bool to see if overlap of floor layer and feet...
If you move the Transform of a non-Kinematic Rigidbody directly it may not collide correctly with other objects. Instead you should move a Rigidbody by applying forces and torque to it. You can also addJointsto rigidbodies to make the behavior more complex. For example, you could make a ...