在Update中进行物理移动通常会遇到抖动的问题,这是因为你在物理帧外面进行了RigidBody的移动。不过你显然...
Please note that scaling the target actor in the scene will impact positional information, so do any necessary scaling through the import settings of the character model (and not in the scene). OptiTrackOSCGearVR Specific type of rigidbody for use with GearVR's. The major differences are: ...
meant to represent the GameObjects physical properties, the preciseness of that representation can vary depending on the needs of the project. For example, avatars or characters may use a Capsule Collider. It is only meant to keep the avatar from falling through the floor ...
5. Using the same steps covered previously under Make the sphere solid, add RigidBody components to the relevant elements in your Scene until the ball can roll down your track. 6. Position the Main Camera to find a good viewpoint. 7. Run the Scene to test it, and make adju...
You do not need to give the floor a Rigidbody, since Rigidbodied objects can collide solidly with static objects that do not have a Rigidbody. In my own game project, I have a Rigidbodied avatar that stops falling when the box colliders around its feet touch the non...
Give the Rigidbody the settings shown below - non-Gravity, non-Kinematic, and all constraints enabled. It does not matter in this case that we are locking all constraints, since the TrackingAction ignores the constraints of a Rigidbody anyway unless the 'Effect Physics' box at...
Prevents players from putting their headset through walls and ground that are in the preventWallClipLayerMask list. Note that enabling this feature will create a sphere collider and a rigidbody on the headset object. This will allow the headset to collide with ground/terrain and trigger ArmSwinger...
I just removed segments that were going under the surface and instantiated new ones when the last joint of the segment went close to the surface. Also, the last joint's rigidbody was restricted to have vertical movement only to stand as the anchor. Additionally, the rope has special collisio...
Figure 3.12 Turn off gravity in the Rigidbody component. Lzqf new, sqn easflbrli sto toyeesddr kwng uvpr qjr eotnhgmsi. Cseecau rvb ablrelif-ntmeigti zuoe gant hweerven s ilealbfr jna’r lyearda jn vrb scene, rky enyme fwjf osoth vemt elabsilrf rz ukr perayl. Dxw izry nvv...
// so that infin jumps are not a thing private float jumpCheckCounter; private bool jumping; private float moveInput; // inits rigid body private Rigidbody2D rb; void Start() { rb = GetComponent<Rigidbody2D>(); } void Update() { // bool to see if overlap of floor layer and feet...