- AddExplosionForce
- AddForceAtPosition
- AddForce
- AddRelativeForce
- AddRelativeTorque
- AddTorque
- angularDrag
- angularVelocity
- centerOfMass
- ClosestPointOnBounds
- collisionDetectionMode
- detectCollisions
- drag
- freezeRotation
- GetPointVelocity
- GetRelativePointVelocity
- inertiaTensorRotation
- inertiaTensor
- interpolation
- isKinematic
- IsSleeping
- mass
- maxAngularVelocity
- MovePosition
- MoveRotation
- OnCollisionEnter
- OnCollisionExit
- OnCollisionStay
- position
- rotation
- SetDensity
- sleepAngularVelocity
- sleepVelocity
- Sleep
- solverIterationCount
- SweepTestAll
- SweepTest
- useConeFriction
- useGravity
- velocity
- WakeUp
- worldCenterOfMass
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
-
The velocity vector of the rigidbody.
刚体的速度向量。 -
The angular velocity vector of the rigidbody.
刚体的角速度向量。 -
The drag of the object.
物体的阻力。 -
The angular drag of the object.
物体的角阻力。 -
The mass of the rigidbody.
刚体的质量。 -
Controls whether gravity affects this rigidbody.
控制重力是否影响整个刚体。 -
Controls whether physics affects the rigidbody.
控制物理是够影响这个刚体。 -
Controls whether physics will change the rotation of the object.
控制物理是否改变物体的旋转。 -
The Rigidbody's collision detection mode.
刚体的碰撞检测模式。 -
The center of mass relative to the transform's origin.
相对于变换原点的重心。 -
The center of mass of the rigidbody in world space (Read Only).
在世界坐标空间的刚体的重心。(只读) -
The rotation of the inertia tensor.
惯性张量的旋转。 -
The diagonal inertia tensor of mass relative to the center of mass.
相对于重心的质量的惯性张量对角线。 -
Should collision detection be enabled? (By default always enabled)
碰撞检测应否启用?(默认总是启用的) -
Force cone friction to be used for this rigidbody.
用于该刚体的锥形摩擦力。 -
The position of the rigidbody.
该刚体的位置。 -
The rotation of the rigdibody.
该刚体的旋转。 -
Interpolation allows you to smooth out the effect of running physics at a fixed frame rate.
插值允许你以固定的帧率平滑物理运行效果。 -
Allows you to override the solver iteration count per rigidbody.
允许你覆盖每个刚体的求解迭代次数。 -
The linear velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity }
线性速度,低于该值的物体将开始休眠。(默认0.14)范围{0, infinity} -
The angular velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity }
角速度,低于该值的物体将开始休眠。(默认0.14)范围{0, infinity} -
The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }
刚体的最大角速度,(默认7)范围{0, infinity}
Functions函数
-
Sets the mass based on the attached colliders assuming a constant density.
基于附加的碰撞器假设一个固定的密度设置质量。 -
Adds a force to the rigidbody. As a result the rigidbody will start moving.
添加一个力到刚体。作为结果刚体将开始移动。 -
Adds a force to the rigidbody relative to its coordinate system.
添加一个力到刚体。相对于它的系统坐标。 -
Adds a torque to the rigidbody.
添加一个力矩到刚体。 -
Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system.
添加一个力矩到刚体,相对于刚体自身的坐标系统。 -
Applies force at position. As a result this will apply a torque and force on the object.
在position位置应用force力。作为结果这个将在这个物体上应用一个力矩和力。 -
Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody.
应用一个力到刚体来模拟爆炸效果。爆炸力将随着到刚体的距离线形衰减。 -
The closest point to the bounding box of the attached colliders.
到附加的碰撞器边界框上的最近点。 -
The velocity relative to the rigidbody at the point relativePoint.
相对于刚体在relativePoint点的速度。 -
The velocity of the rigidbody at the point worldPoint in global space.
刚体在世界坐标空间中worldPoint点的速度。 -
Moves the rigidbody to position.
移动刚体到position。 -
Rotates the rigidbody to rotation.
旋转刚体到rot。 -
Forces a rigidbody to sleep at least one frame.
强制一个刚体休眠至少一帧。 -
Is the rigidbody sleeping?
刚体在休眠么? -
Forces a rigidbody to wake up.
强制唤醒一个刚体。 -
Tests if a rigidbody would collide with anything, if it was moved through the scene.
如果一个刚体碰到任何东西触发测试,如果它是穿过场景。 -
Like Rigidbody.SweepTest, but returns all hits.
像Rigidbody.SweepTest,但是返回所有碰撞点。
Messages Sent发送消息
-
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
当这个collider/rigidbody已经开始接触另一个rigidbody/collider时,OnCollisionEnter被调用。 -
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
当这个collider/rigidbody停止接触另一个rigidbody/collider时,OnCollisionExit被调用。 -
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
对于每个collider/rigidbody接触另一个rigidbody/collider时,OnCollisionStay每帧被调用一次。
Inherited members继承成员
Inherited Variables继承变量
-
The Transform attached to this GameObject (null if there is none attached).
Transform附加到GameObject(游戏物体)(如无附加则为空)。 -
The Rigidbody attached to this GameObject (null if there is none attached).
Rigidbody附加到GameObject(游戏物体)(如无附加则为空)。 -
The Camera attached to this GameObject (null if there is none attached).
Camera附加到GameObject(游戏物体)(如无附加则为空)。 -
The Light attached to this GameObject (null if there is none attached).
Light附加到GameObject(游戏物体)(如无附加则为空)。 -
The Animation attached to this GameObject (null if there is none attached).
Animation附加到GameObject(游戏物体)(如无附加则为空)。 -
The ConstantForce attached to this GameObject (null if there is none attached).
ConstantForce附加到GameObject(游戏物体)(如无附加则为空)。 -
The Renderer attached to this GameObject (null if there is none attached).
Renderer附加到GameObject(游戏物体)(如无附加则为空)。 -
The AudioSource attached to this GameObject (null if there is none attached).
AudioSource附加到GameObject(游戏物体)(如无附加则为空)。 -
The GUIText attached to this GameObject (null if there is none attached).
GUIText附加到GameObject(游戏物体)(如无附加则为空)。 -
The NetworkView attached to this GameObject (Read Only). (null if there is none attached)
NetworkView附加到GameObject(游戏物体)(只读)(如无附加则为空)。 -
The GUITexture attached to this GameObject (Read Only). (null if there is none attached)
GUITexture附加到GameObject(游戏物体)(只读)(如无附加则为空)。 -
The Collider attached to this GameObject (null if there is none attached).
Collider附加到GameObject(游戏物体)(如无附加则为空)。 -
The HingeJoint attached to this GameObject (null if there is none attached).
HingeJoint附加到GameObject(游戏物体)(如无附加则为空)。 -
The ParticleEmitter attached to this GameObject (null if there is none attached).
ParticleEmitter附加到GameObject(游戏物体)(如无附加则为空)。 -
The game object this component is attached to. A component is always attached to a game object.
组件附加的游戏物体。一个组件总是被附加到一个游戏物体。 -
The tag of this game object.
游戏物体的标签。
-
The name of the object. //物体的名字
-
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
-
Returns the component of Type type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回Type类型的组件,如果没有则为null。 -
-
Returns the component with name type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回名字类型组件,如果没有则为null。 -
Returns the component of Type type in the GameObject or any of its children using depth first search.
返回Type类型组件,在GameObject或它的任何子物体使用深度优先搜索,仅返回激活的组件。 -
-
Returns all components of Type type in the GameObject or any of its children.
在GameObject或任何它的子物体,返回全部Type类型组件 -
-
Returns all components of Type type in the GameObject.
在游戏物体返回全部Type类型组件。 -
-
Is this game object tagged tag?
游戏物体有被标记标签么? -
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour
在游戏物体每一个MonoBehaviour和每一个behaviour的祖先上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object.
在游戏物体每一个MonoBehaviour上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。
-
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
-
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 -
-
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。