and made a few small adjustments to the rigidbody such as gravity, and the jumping power. When the character is against a wall though, holding the input that moves you twoards it sort of sticks the player against the wall, and doesn't let it smoothly move down...
Then i tried to use the baked option and something weird happened. When i use the Uniform Floor placement strategy, it does this: so every probe point sticks to the walls. And if i use the Centroid placement, the reflections only starts working after i enter the source radius, but it wo...
moving with theWASDkeys or the arrow keys and looking around with the mouse. You can jump with theSpaceand sprint withLeft Shift. Plugging in a gamepad or Xbox controller will also work. Moving and looking around is done with the left and right analog sticks, respectively. Holding down the...
Again its Y position should be 0, as it is relative to its parent which is already at the proper height. Its Z position should be 0.375 so it sticks out a bit beyond the body, and it’s OK that it penetrates into the turret’s cylinder a bit. Notice how adjusting the Y rotation ...
所以持续时间:1:44 发布时间:2015 年 11 月 29 日 您的案例中的 Player 对象包含一个刚体组件。因此,最好使用 Rigidbody 的一些运动方法,例如 RigidBody 角色卡在墙上:Unity3D但我注意到一个问题:如果我在角色在空中时向墙壁按下方向键,他们会粘在墙上并停止注意到一些人遇到问题,跳跃时,它们“粘”在墙上...
We want the walls to be real walls so that the Rackets and the Ball will collide with them instead of just going right through them. Unity comes with an incredibly powerful physics engine, and all that we have to do is tell Unity that our walls are supposed to beColliders. We will se...
We want the walls to be real walls so that the Rackets and the Ball will collide with them instead of just going right through them. Unity comes with an incredibly powerful physics engine, and all that we have to do is tell Unity that our walls are supposed to beColliders. We will se...
We want the walls to be real walls so that the Rackets and the Ball will collide with them instead of just going right through them. Unity comes with an incredibly powerful physics engine, and all that we have to do is tell Unity that our walls are supposed to beColliders. We will se...