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.solverIterationCount 求解迭代次数
var solverIterationCount : int
Description描述
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 solverIterationCount determines how accuratly joints and contacts are resolved. If you are having trouble with jointed bodies oscillating and behaving erratically setting a higher solver iteration count may improve their stability.
solverIterationCount确定关节和接触点如何精确地计算。如果关节刚体有震荡和行为怪异,为solverIterationCount设置一个较高的值将改善他们的稳定性。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
rigidbody.solverIterationCount = 10;
}
}
rigidbody.solverIterationCount = 10;
最后修改:2011年2月9日 Wednesday 20:04