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.useConeFriction 使用锥形摩擦
var useConeFriction : bool
Description描述
Force cone friction to be used for this rigidbody.
用于该刚体的锥形摩擦力。
This insures that all contacts involving the actor will use cone friction. This will however have a negative impact on performance. By default this is off and a much faster and almost as good approximation called pyramid friction method is used. In most cases it is recommended to leave this value off.
这确保所有接触包含的行为将使用锥形摩擦力。不过,这对于性能有负面影响。默认这个是关闭的,一个更快和更好的被称为金字塔摩擦的近似方法被使用。在大多数情况下建议保留这个值为关闭。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
rigidbody.useConeFriction = true;
}
}
rigidbody.useConeFriction = true;
最后修改:2011年2月9日 Wednesday 15:57