在物理模拟中,刚体 支持基于物理的行为,例如运动、重力和碰撞当物理引擎检测到两个游戏对象的碰撞体接触或重叠时,就会发生碰撞,前提是至少有一个游戏对象具有刚体组件并且处于运动状态。 更多信息
参见 术语表。
在 Unity 中,您可以使用Rigidbody
类或相应的Rigidbody一个允许游戏对象受模拟重力和其它力的影响的组件。 更多信息
参见 术语表组件配置刚体。
主题 | 描述 |
---|---|
刚体物理简介 | 概述 Rigidbody 类和组件的概念和基本行为。 |
配置刚体碰撞体 | 如何在刚体上配置碰撞体用于处理对象物理碰撞的不可见形状。碰撞体不需要与对象的网格完全相同形状 - 一个粗略的近似值通常更有效,并且在游戏玩法中难以区分。 更多信息 参见 术语表,以便物理系统能够准确地检测碰撞。 |
对刚体应用恒力 | 如何在刚体游戏对象Unity 场景中的基本对象,可以表示角色、道具、场景、摄像机、路径点等等。游戏对象的特性由附加在其上的组件定义。 更多信息 参见 术语表上应用恒定的线性或旋转力,以及何时应用。 |
对刚体应用插值 | 如果刚体在运行时看起来抖动,如何使用插值来平滑其运动。 |
刚体组件参考 | 刚体组件的参考页面。 |
恒力组件参考 | 具有刚体的游戏对象添加恒定力和扭矩的简单组件的参考页面。恒力具有刚体的游戏对象添加恒定力和扭矩的简单组件。 更多信息 参见 术语表组件。 |
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