上图中,环境附加了一个网格碰撞器。
In the above picture, the environment has a Mesh Collider attached.
相比于网格碰撞器,优先使用原型碰撞器。
当你在碰撞器上使用了一组复杂的网格而网格碰撞器不能用时,这是很好的选择。
They come in handy when you have a complex mesh to use in collisions but cannot use a mesh Collider.
碰撞器尽量匹配对象的比例。如果有一组不规则伸缩(每一维度上的比例都不相同),只能使用网格碰撞器才能完全匹配。
Colliders do their best to match the scale of an object. If you have a non-uniform scale (a scale which is different in each direction), only the Mesh Collider can match completely.
你能把一个网格碰撞器添加到已存在的图形网格(甚至比用输入设置产生碰撞器复选框好用),或者你可以使用了另一种碰撞器类型。
You can add a mesh Collider to your already existing graphical meshes (even better use the Import Settings Generate Colliders check box), or you can use one of the other Collider types.
当用户按下开火时,火箭发射器实例一个火箭预置物体。预置物体包含一个网格、刚体、碰撞器和一个子游戏物体包含的粒子系统拖尾。
A rocket launcher instantiates a rocket Prefab when the user presses fire. The Prefab contains a mesh, Rigidbody, Collider, and a child GameObject that contains a trail particle system.
采用粒子网格单元与蒙特卡洛碰撞相结合的方法,建立霍尔效应推力器羽流的二维轴对称模型。
A two-dimensional axisymmetric hybrid particle-in-cell and Monte Carlo Collision model is developed to study the Hall effect thruster plume.
采用粒子网格单元与蒙特卡洛碰撞相结合的方法,建立霍尔效应推力器羽流的二维轴对称模型。
A two-dimensional axisymmetric hybrid particle-in-cell and Monte Carlo Collision model is developed to study the Hall effect thruster plume.
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