Add an instant force impulse to the rigidbody, using its mass.
添加一个瞬间冲击力到刚体,使用它的质量。
Add an instant velocity change to the rigidbody, ignoring its mass.
添加一个瞬间速率变化给刚体,忽略它的质量。
Instead you should move a Rigidbody by applying forces and torque to it.
正确地方法应该是通过施加力或者扭矩来移动刚体。
Static Collider is a GameObject that has a Collider but not a Rigidbody.
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。
For more information, read through the Rigidbody component's section on optimizing scale.
更多信息参考刚体组件章节中的优化缩放。
For a Trigger to collide with a normal Collider, one of them must have a Rigidbody attached.
一个触发器和一个普通碰撞器碰撞,其中之一必须附加刚体。
When the Rigidbody parent is moved around by forces, the child Colliders move along with it.
当父级刚体受力移动时,子级碰撞器也随之一起移动。
These are GameObjects that do not have a Rigidbody attached, but do have a Collider attached.
指的是没有附加刚体而附加了碰撞器的游戏对象。
Most of the time the character is under animation control, thus you make the Rigidbody Kinematic.
大部分时间里角色受动画控制,因此设置刚体为运动学的。
If you move the Transform of a non-Kinematic Rigidbody directly it may not collide correctly with other objects.
如果你直接移动一个非运动学刚体的Transform,它和其他对象的碰撞可能出问题。
Be aware that in order for two Triggers to send out trigger events when they collide, one of them must include a Rigidbody as well.
当然也应该意识到为了使两个触发器碰撞时发出碰撞事件,其中一个必须包含刚体。
You might want to have a Kinematic Rigidbody that is animated and have a real Rigidbody follow it using one of the available Joints.
你可能想要一个动着的运动学刚体并用能用到的关节中的一种连着一个真正的刚体跟随。
Collider does not necessarily need a Rigidbody attached, but a Rigidbody must be attached in order for the object to move as a result of collisions.
碰撞器并不一定需要附加刚体,但是要使移动物体具有碰撞效果必须附加刚体。
After instantiating the Prefab you can also modify any properties of the instantiated object (e. g. you can set the velocity of the rocket's Rigidbody).
在实例预置物体后,还可以修改实例物体的任意属性(例如设置火箭刚体的速度)。
So if you have a lot of Static Colliders that you want to move around and have different object fall on them correctly, use Kinematic Rigidbody Colliders.
所以如果你有许多希望四处移动并有不同的对象要恰好砸到它们的静态碰撞器,那就用运动学刚体碰撞器吧。
On the other hand, if you want your player character to be affected by physics then you might be better off using a Rigidbody instead of the character Controller.
另外,如果你想让你的游戏角色被物理效果影响,那就最好使用刚体而不是角色控制器。
You can make airplanes by applying forces to the Rigidbody from a script. Or you can create special vehicles or robots by adding various Joints and applying forces via scripting.
可以给飞机添加通过脚本施加力的刚体,或者可以创造特别的车辆或机器人,通过添加各种关节并用脚本施加力。
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.
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。
For example if you have an animated platform and you want to place some Rigidbody boxes on top, you should make the platform a Kinematic Rigidbody instead of just a Colliderwithout a Rigidbody.
比如,如果有一个活动的平台并想在上面放一些刚体盒子,那就应该设置平台为运动学刚体而不仅是不加刚体的碰撞器。
For example if you have an animated platform and you want to place some Rigidbody boxes on top, you should make the platform a Kinematic Rigidbody instead of just a Collider without a Rigidbody.
比如,如果有一个活动的平台并想在上面放一些刚体盒子,那就应该设置平台为运动学刚体而不仅是不加刚体的碰撞器。
If you move a Kinematic Rigidbody out from underneath normal Rigidbodies that are at rest on top of it, the sleeping Rigidbodies will "wake up" and be correctly calculated again in the physics update.
如果你把一个运动学刚体从一个休眠的普通刚体下边移走,那休眠的刚体就会被唤醒并重新被物理变化时时影响。
If you move a Kinematic Rigidbody out from underneath normal Rigidbodies that are at rest on top of it, the sleeping Rigidbodies will "wake up" and be correctly calculated again in the physics update.
如果你把一个运动学刚体从一个休眠的普通刚体下边移走,那休眠的刚体就会被唤醒并重新被物理变化时时影响。
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