Rigidbody
- 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.maxAngularVelocity 最大角速度
var maxAngularVelocity : float
Description描述
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}
The angular velocity of rigidbodies is clamped to maxAngularVelocity to avoid numerical instability with fast rotating bodies. Because this may prevent intentional fast rotations on objects such as wheels, you can override this value per rigidbody.
刚体的最大角速度限制为maxAngularVelocity,以避免高速旋转刚体的数值不稳定。因为这可能会防止故意快速旋转的物体,例如车轮,你可以在每个刚体重写这个值。 这个值可以在Edit » Project Settings » Physics 的检视面板中修改。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
rigidbody.maxAngularVelocity = 10;
}
}
rigidbody.maxAngularVelocity = 10;
最后修改:2011年2月9日 Wednesday 20:25