bounds The world space bounding volume of the collider (Read Only). contactOffset コライダーの接触するオフセット値 enabled Enabled Colliders will collide with other Colliders, disabled Colliders won't. isTrigger コライダーがトリガーかどうか material コライダーによって使用されるマテリア...
()); // The hit result gets populated by the line trace FHitResult Hit; // Raycast out from the camera, only collide with pawns (they are on the ECC_Pawn collision channel) FVector Start = PlayerCameraManager->GetCameraLocation(); FVector End = Start + (PlayerCameraManager-...
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Stop MoveLeft on gameOver 271 We’ve added a gameOver bool that seems to work, but the background and the objects continue to move when they collide with an obstacle. We need the MoveLeft script to communicate with the PlayerController, and stop once the player triggers ...
()); // The hit result gets populated by the line trace FHitResult Hit; // Raycast out from the camera, only collide with pawns (they are on the ECC_Pawn collision channel) FVector Start = PlayerCameraManager->GetCameraLocation(); FVector End = Start + (PlayerCameraManager->GetCamera...
Enable Collision Enable this property to let the object with the joint collide with the object it is connected to. If this is disabled, the joint and object pass through each other. Enable Preprocessing If preprocessing is disabled then certain “impossible” configurations of the joint are kept...
This tool lets you modify the size (scale) of objects along certain axes.Finally, we have the Rect tool. This tool behaves like a combination of the Move and the Scaling tool, but is prone to loss of accuracy. It is more useful in arranging the UI elements....
Group Target: Track the center of a group of objects, and adjust the weight and influence of each one. 目标组:跟踪一组对象的中心,并调整每个对象的权重和影响。 Group Composer: Have the camera zoom and/or dolly to keep a group of targets on screen (more for 2.5d or ‘3d’ 2d games)....
In Unity, much of the engine's functionality is available through the methods ofMonoBehaviour. For example, to run code before the render loop, you add code to theUpdate()method. To handle physics collision events, you add code to theOnCollideEnter()method. ...
For example, you could add a Ghost layer that doesn’t collide with the scenery but can get hit by the player’s magical projectiles. The same Ghost layer can be used for filtering out light of ghostly entities. As for using layers for camera filtering, certain effects — like showing a...