if(Physics.Raycast(ray,outvarhit)) 通过Raycast方法检测射线与场景中的物体是否相交,并获取相交信息。 3.4 获取网格信息 MeshCollidermeshCollider=hit.colliderasMeshCollider;Meshmesh=meshCollider.sharedMesh;inttriangleIndex=hit.triangleIndex; 获取相交物体的网格信息以及被点击的三角形索引。 3.5 高亮显示 // 创建...
Raycast. Performs a single raycast from the source to the listener to determine occlusion. If the ray is occluded, direct sound is considered occluded. As described in the next section, the scene needs to be setup for Steam Audio. Partial. Performs multiple raycasts from the s...
Because the friction for the tires is computed separately, thePhysicMaterialof the ground does not affect the wheels. Simulation of different road materials is done by changing theWheelCollider.forwardFrictionandWheelCollider.sidewaysFrictionof the wheel, based on what material the wheel is hitting. ...
Simulation of different road materials is done by changing the WheelCollider.forwardFriction and WheelCollider.sidewaysFriction of the wheel, based on what material the wheel is hitting.See Also: WheelCollider, WheelCollider.forwardFriction, WheelCollider.sidewaysFriction....
private void Update () { if (Input.GetMouseButton(0)) { RaycastHit hitInfo; if(Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hitInfo)) { if (hitInfo.collider.gameObject == gameObject) { EditVoxels(transform.InverseTransformPoint(hitInfo.point)); } } } }...
// A grenade // - instantiates an explosion Prefab when hitting a surface // - then destroys itselfusing UnityEngine; using System.Collections;public class ExampleClass : MonoBehaviour { public Transform explosionPrefab; void OnCollisionEnter(Collision collision) { ContactPoint contact = collision.cont...
Simulation of different road materials is done by changing the WheelCollider.forwardFriction and WheelCollider.sidewaysFriction of the wheel, based on what material the wheel is hitting.See Also: WheelCollider, WheelCollider.forwardFriction, WheelCollider.sidewaysFriction....
RaycastNonAlloc(ray, k_CachedHit, k_MouseInputRaycastDistance, m_GroundLayerMask); if (groundHits > 0) { if (groundHits > 1) { // sort hits by distance Array.Sort(k_CachedHit, 0, groundHits, m_RaycastHitComparer); } // verify point is indeed on navmesh surface if (NavMesh....
RaycastNonAlloc(ray, k_CachedHit, k_MouseInputRaycastDistance, m_GroundLayerMask); if (groundHits > 0) { if (groundHits > 1) { // sort hits by distance Array.Sort(k_CachedHit, 0, groundHits, m_RaycastHitComparer); } // verify point is indeed on navmesh surface if (NavMesh....
This allows for more realistic behaviour, but makes wheel colliders ignore standard PhysicMaterial settings. Simulation of different road materials is done by changing the forwardFriction and sidewaysFriction based on what material the wheel is hitting. See Also: GetGroundHit and WheelFrictionCurve....