PhysicMaterial 物理材质
Inherits from Object
Physics material describes how to handle colliding objects (friction, bounciness).
物理材质描述,如何处理物体碰撞(摩擦,弹性)。
参见:Collider
Variables变量
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The friction used when already moving. This value has to be between 0 and 1.
移动时候使用的摩擦力。这个值在0到1之间。 -
The friction used when an object is lying on a surface. Usually a value from 0 to 1.
当物体在表面静止时使用的摩擦力。通常在0到1之间。 -
How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.
表面的弹力怎样?0值没有弹力。1值没有能量损失的反弹。 -
The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero.
各向异性(有向性)的方向。如果这个向量是非零的,各向异性(有向性)摩擦力被启用。 -
If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2.
如果各向异性(有向性)摩擦力被启用,dynamicFriction2将沿着FrictionDirection2应用。 -
If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2.
如果各向异性(有向性)摩擦力被启用,staticFriction2将沿着frictionDirection2应用。 -
Determines how the friction is combined.
决定摩擦力是怎样组合的。 -
Determines how the bounciness is combined.
决定弹力是怎样组合的。
Constructors构造器
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Creates a new material.
创建一个新的物理材质。
Inherited members继承成员
Inherited Variables继承变量
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The name of the object. //物体的名字
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Should the object be hidden, saved with the scene or modifiable by the user?
物体是否被隐藏、保存在场景中或被用户修改?
Inherited Functions继承函数
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Returns the instance id of the object.
返回物体的实例ID -
Returns the name of the game object.
返回游戏物体的名称。
Inherited Class Functions继承类函数
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Does the object exist?
物体是否存在? -
Clones the object original and returns the clone.
克隆原始物体,并返回克隆的物体 -
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Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源 -
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj,强烈建议使用Destroy代替。 -
Returns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表 -
Returns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。 -
Compares if two objects refer to the same
比较如果两个物体相同 -
Compares if two objects refer to a different object
比较如果两个物体不同 -
Makes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。
最后修改:2011年3月31日 Thursday 10:28