using UnityEngine; using System.Collections;public class ExampleClass : MonoBehaviour { void OnCollisionEnter(Collision collision) { if (collision.transform.root != transform.root) print("The colliding objects are not in the same hierarchy"); } } ...
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...
//抓取目标,并使之与手链接 private void GrabObjects() { //Debug.Log("666666"); // 1 objectInHand = collidingObject; collidingObject = null; // 2 var joint = AddFixedJoint(); joint.connectedBody = objectInHand.GetComponent<Rigidbody>(); } // 3 private FixedJoint AddFixedJoint() { ...
Compound Colliders are combinations of primitive Colliders, collectively acting as a single Collider. They come in handy when you have a complex mesh to use in collisions but cannot use aMesh Collider. To create a Compound Collider, create child objects of your colliding object, then add a pr...
expect from two colliding Objects, based on the components that are attached to them. Some of the combinations only cause one of the two Objects to be affected by the collision, so keep the standard rule in mind - physics will not be applied to objects that do not have Rigidbodies ...
This code is not quite the same as our previous change, but should have the same result - granting us invulnerability... at the risk of introducing a bug allowing "dead" objects to take damage, which hopefully won't affect anything too serious. ...
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...
Continuous collision detection is used when dealing with fast moving objects. When using Discrete collision detection, some collisions may not be detected as they may go through the other object collider between the time another check is performed. By default, this is set to Discrete and you shou...
In this lesson, you will learn how to configure sockets that objects can snap into in VR. By the end of this lesson, users will be able to hang hats up on hooks - and even wear the hats too! This lesson is part of the Create with VR course.
You use this method to either activate or deactivate an entire game object, not just a single component. Also, when deactivating a game object all its child game objects will be deactivated as well. So a game object is only really active when both itself and all of its parents are active...