Rigidbody 刚体

Inherits from Component

Control of an object's position through physics simulation.

通过物理模拟控制一个物体的位置。

Rigidbody components take control over an object's position - it makes the objects fall down under the influence of gravity, and can calculate how objects will respond to collisions.

Rigidbody组件控制物体的位置 - 它使物体在重力影响下下落,并可计算物体将怎样响应碰撞。

When manipulating rigidbody parameters you should work inside the FixedUpdate function. Physics simulation is carried out in discrete timesteps. The FixedUpdate function is called immediately before each step.

当操作刚体参数的时候,你应该在FixedUpdate函数中使用它,物理模拟以离散的时间步执行。FixedUpdate函数在每一步之前被立即调用。

Things to watch out for when using rigid bodies:

使用刚体需要注意的事:

1. If your simulation looks like slow motion and not solid: This is a problem of scale. When your game world is huge everything will appear to be move very slowly. Make sure all your models are in real world sizes. For example a car should be around 4 meters long. A character around 2 meters high. An object falls at the same acceleration no matter big or small, heavy or light. If your game world has a large scale, objects will still fall at the same acceleration. But since everything is larger, objects will appear like they fall slower.

如果你的模拟看起来像慢动作并且不真实: 这是缩放的问题。如果你的游戏世界非常大,所以的东西将显示移动非常慢,确保你所有的模型为真实世界大小。例如,一个汽车应该有4米长,一个角色约2米高。物体以相同的加速度下落,不论大或小,重或轻。如果你的游戏世界有较大的缩放,物体仍以相同的加速度下落,但是因为所有的物体都比较大,物体的下落显得就比较慢。

Variables变量

Functions函数

Messages Sent发送消息

Inherited members继承成员

Inherited Variables继承变量

Inherited Functions继承函数

Inherited Class Functions继承类函数

最后修改:2011年2月10日 Thursday 21:59

本脚本参考基于Unity 3.4.1f5

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