Mass | Mass of the rigidbody. |
Linear Drag | Drag coefficient affecting positional movement. |
Angular Drag | Drag coefficient affecting rotational movement. |
Gravity Scale | Degree to which the object is affected by gravity. |
Fixed Angle | Can the rigidbody rotate when forces are applied? |
Is Kinematic | Is the rigidbody moved by forces and collisions? |
Interpolate | How the object's movement is interpolated between physics updates (useful when motion tends to be jerky). |
None | No movement smoothing is applied. |
Interpolate | Movement is smoothed based on the object's positions in previous frames. |
Extrapolate | Movement is smoothed based on an estimate of its position in the next frame. |
Sleeping Mode | How the object "sleeps" to save processor time when it is at rest. |
Never Sleep | Sleeping is disabled. |
Start Awake | Object is initially awake. |
Start Asleep | Object is initially asleep but can be woken by collisions. |
Collision Detection | How collisions with other objects are detected. |
Discrete | A collision is registered only if the object's collider is in contact with another during a physics update. |
Continuous | A collision is registered if the object's collider appears to have contacted another between updates. |
碰撞器Collider 分为两种:
(1)刚体碰撞
(2) 触发碰撞、会穿透其它刚体
相应Collider组件中的is Trigger,两种都会产生碰撞事件
void OnCollisionEnter2D(Collision2D cod)
{
print (cod.gameObject.name);
if(cod.rigidbody)
cod.rigidbody.AddForce(new Vector2(0,500f));
}
void OnTriggerEnter2D(Collider2D other)
{
Destroy(other.gameObject);
}
两个方法都属于MonoBehaviour的Message 回调方法,注意区分它们的參数类型是不同的
另外还有 OnTriggerExit2D、OnTriggerStay2D、 OnCollisionExit2D、OnCollisionStay2D
关节的使用:
SpringJoint和DistantanceJoint有点类似多了弹性參数和频率设置(在unity中临时没看出效果)
hingeJoint 能够理解为一个环绕Z轴旋转的关节,能够设置响应moto、以及角度的限制
sliderJoint 滑动关节类似hingeJoint 以一个角度值设置Moto进行滑动,能够对距离(translation)进行限制
以下是一个用HingeJoint做的一个demo:
两仅仅小鸟同一时候加入HingeJoint 连接到盒子。后面的小鸟加下下面脚本控制方向键盘就可以前后运动
using UnityEngine;
using System.Collections; [RequireComponent(typeof(HingeJoint2D))]
public class MotoControl : MonoBehaviour { public float MotoSpeed = 0;
private JointMotor2D motor;
HingeJoint2D hj; // Use this for initialization
void Start () {
hj = GetComponent<HingeJoint2D>();
motor = hj.motor;
hj.useMotor = true;
motor = hj.motor;
motor.motorSpeed = MotoSpeed;
motor.maxMotorTorque = 10000;
} // Update is called once per frame
void Update () {
motor.motorSpeed = Input.GetAxis("Horizontal") * MotoSpeed;
hj.motor = motor;
}
}
做Demo时遇到的问题:
(1)刚開始用hj.motor.motorSpeed一直报错,后来分两步写最终没问题
motor = hj.motor;
motor.motorSpeed = MotoSpeed;
(2)错是没了,但是小车还是不走,最后知道还须要把motor对象又一次赋给HingeJoint
motor.motorSpeed = Input.GetAxis("Horizontal") * MotoSpeed;
hj.motor = motor;
其它一些经常使用的属性:
breakForce、breakTorque分别设定多大力、多大扭矩能给丫的拆了
connectedBody 连接的另外一个刚体的引用 (Joint2D中不存在)
hj.connectedBody = null;连接到一个空对象上
要想断开关节直接去掉关节组件 destroy(hj);
断开将发送 OnJointBreak Message.
版权声明:本文博客原创文章。博客,未经同意,不得转载。