物理材质描述了如何处理碰撞物体(摩擦力、弹性)。
其他资源: Collider。
bounceCombine | 确定如何组合弹性。 |
bounciness | 表面的弹性如何?值为 0 不会反弹。值为 1 将在没有任何能量损失的情况下反弹。 |
dynamicFriction | 已在移动时使用的摩擦力。此值通常介于 0 和 1 之间。 |
frictionCombine | 确定如何组合摩擦力。 |
staticFriction | 物体位于表面上时使用的摩擦系数。 |
PhysicsMaterial | 创建一个新的材质。 |
GetInstanceID | 获取对象的实例 ID。 |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 obj。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 加载新场景时不要销毁目标对象。 |
FindAnyObjectByType | 检索类型为 type 的任何已加载活动对象。 |
FindFirstObjectByType | 检索类型为 type 的第一个已加载活动对象。 |
FindObjectsByType | 检索类型为 type 的所有已加载对象的列表。 |
Instantiate | 克隆对象 original 并返回克隆。 |
InstantiateAsync | 捕获原始对象(必须与某个 GameObject 相关)的快照,并返回 AsyncInstantiateOperation。 |
bool | 对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用是否引用同一个对象。 |
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