渲染器在游戏对象的位置显示网格。
The renderer displays the mesh at the GameObject's position.
头盔所碰撞的游戏对象的碰撞器。
The Collider of the game object the headset has collided with.
只适用于你的游戏对象的材料。
因此,你可以在游戏对象上应用组件。
可以和只包含碰撞器的游戏对象碰撞。
They might collide with a GameObject that only contains a Collider.
自定义游戏对象将和控制器的旋转想匹配。
The custom Game Object will match the rotation of the controller.
自定义游戏对象将和控制器的旋转想匹配。
当实例化的游戏对象时,这将导致更少的打嗝。
This results in fewer hiccups when instantiating game objects.
这类游戏对象还有许多其他的独特使用情景。
There are some other specialized scenarios for using this GameObject.
考虑一个预制作为一种结构的游戏对象蓝图。
Think of a Prefab as a blueprint for a structure of GameObjects.
确保你的游戏对象有一个碰撞器组件连接到它。
Make sure your GameObject has a Collider Component attached to it.
指的是没有附加刚体而附加了碰撞器的游戏对象。
These are GameObjects that do not have a Rigidbody attached, but do have a Collider attached.
继承树中的原始的游戏对象已经变成了预置的一个实例。
The original GameObject in the Hierarchy have now become an instance of the Prefab.
返回组件名称类型如果游戏对象有一个附件,空如果它不。
Returns the component with name type if the game object has one attached, null if it doesn't.
一个静态碰撞器是一个包含碰撞器但不含刚体的游戏对象。
Static Collider is a GameObject that has a Collider but not a Rigidbody.
一旦声音文件被导入,它们可以被附加到任何游戏对象上。
Once sound files are imported, they can be attached to any GameObject.
你可以将任意数量或组合的组件添加到一个单一的游戏对象。
You can attach any number or combination of Components to a single GameObject.
你真的需要这么多游戏对象以至于一个单独的内存页面还不够?
Do you really need so many game objects that a single memory page is not enough?
每一个行为必须能够理解并决定在游戏运行时候的任意的游戏对象。
Each behavior must be able to understand and make decisions about arbitrary game objects in the world, decided at run time.
记住,你始终可以使用检视视图,看看哪些组件连接到了选定的游戏对象。
Remember that you can always use the Inspector to see which Components are attached to the selected GameObject.
所以,再建一个C#脚本来管理玩家的武器行为,并且挂载到游戏对象上去。
So, create another C# script which will manage the players weapons behaviour, and attach it to your player object in the hierarchy.
最后,您将学习如何制作动画和渲染模式,以及如何有效地管理您的游戏对象。
Finally, you'll learn how to animate and render models, as well as how to efficiently manage your game objects.
现在我们有了这个绝招,就能开始应用这些数据并且通过游戏对象来表示出来。
Now we have that out of the way, we can get into using the data and having something in game to show for it.
当你将其拖动到场景中时,你就已经创建了一个具有网格渲染器组件的游戏对象。
When you drag a mesh to the scene, you are creating a GameObject that has a mesh Renderer Component.
如果你还不了解组件和游戏对象之间关系,我们建议你在进一步学习之前阅读上一节。
If you don't yet understand the relationship between Components and GameObjects, we recommend that you read the GameObjects page before going any further.
(自定义指针轨迹):可以在这里设置一个自定义的游戏对象用来代替光束轨迹的默认球体。
Custom Pointer tracer: a custom Game Object can be applied here to use instead of the default sphere for the beam tracer.
(自定义指针光标):可以在这里设置一个自定义的游戏对象用来代替指针光标的默认平柱体。
Custom pointer cursor: a custom Game Object can be applied here to use instead of the default flat cylinder for the pointer cursor.
头盔碰撞淡出的目的是为了检测用户的VR头盔何时碰撞到其他游戏对象并淡出屏幕到一个单色。
The purpose of the Headset Collision Fade is to detect when the user's VR headset collides with another game object and fades the screen to a solid colour.
给一个物体添加碰撞时,创建多个子游戏对象并给每个对象添加碰撞,允许每个部位自由控制。
To add multiple Colliders for an object, create child GameObjects and attach a Collider to each one. This allows each Collider to be manipulated independently.
给一个物体添加碰撞时,创建多个子游戏对象并给每个对象添加碰撞,允许每个部位自由控制。
To add multiple Colliders for an object, create child GameObjects and attach a Collider to each one. This allows each Collider to be manipulated independently.
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