翻译就是这样的理解并不难:后面两项就是为了用来能够检测到快速运动的物体不至于你的void OnCollisionEn...
High When Collision Quality is set to High, collisions always use the physics system for detecting the collision results. This is the most resource-intensive option, but also the most accurate. Medium (Static Colliders) When Collision Quality is set to Medium (Static Colliders), collisions use...
Strong API with full access to collision events, different layers interaction, easy to access inside or outside the code. ✔ Great Optimized with caching private values, Manuel Update using by disable component with even live editor gizmo while avoid totally unnecessary processing in build phase....
Make sure you're not moving 2D rigidbodies manually (e.g., changing transform.position). This breaks Unity's collision detection. Use Rigidbody2D.MovePosition or AddForce. Also see Enable Physics2D Support.How do I stop gameplay activity during conversations?
public async UniTask<int> BarAsync() { try { var x = await FooAsync(); return x * 2; } catch (Exception ex) when (!(ex is OperationCanceledException)) // when (ex is not OperationCanceledException) at C# 9.0 { return -1; } }...
You can also detect particle collisions from a script if Send Collision Messages is enabled. The script can be attached to the object with the particle system or the one with the collider or both. By detecting collisions, you can use particles as active objects in gameplay, such as ...
When having two interactions dependent on each other that are detecting the collision between the same objects, the second one might not trigger. Collision condition when having an interaction that is repeating, with two dependencies (not all required) and one of them is repeating as well is not...
The new local avoidance algorithm is based on ORCA (Optimal Reciprocal Collision Avoidance), which leads to nicer movement in most cases. Much better performance It’s a lot faster! Not only due to the new algorithm, but also because now everything is powered by burst and the unity job sys...
Car Airbag Systemvisually simulates vehicle airbag systems, detecting collision sides, forces, and vehicle rollovers. It automatically deploys the correct airbags based on these detections, providing a realistic experience. This is the first of its kind for the Unity Engine and the game development...
In 3D there’s now a mesh collider that wraps the entire shape of a model as a collision-detection zone. This might sound great, and for collisions it’s pretty good, but it’s not good for performance. Ideally, you want to simplify collider shapes and limit the processing power it ...