Use primitive colliders in preference mesh colliders.
相比于网格碰撞器,优先使用原型碰撞器。
The closest point to the bounding box of the attached colliders.
到附加的碰撞器边界框上的最近点。
Rigidbodies are most often used in combination with primitive colliders.
刚体通常和原型碰撞器配合使用。
Mesh Colliders work the best for terrain or environments made from irregular shapes.
网格碰撞器用于由不规则形状构成的地形或环境十分合适。
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。
But colliders have failed to turn up direct evidence of the super particles predicted by the theory.
但是冲撞机无法找出直接证据证明理论预测的超级粒子的存在。
Compound Colliders are combinations of primitive Colliders, collectively acting as a single Collider.
复合碰撞器是组合原型碰撞器,共同扮演单个碰撞器的角色。
This removes the need to use multiple colliders to make a capsule shape and is more optimized as well.
这可以避免使用多个碰撞器来组合成胶囊体形状,并且也更加优化。
Static Colliders are used for level geometry which always stays at the same place and never moves around.
静态碰撞器用于总是待在同一个地方不移动的水平几何体。
Particle physicists turn to enormous colliders to refine the model and search for particles that break it.
粒子物理学们乞助于巨年夜的对撞机用以年夜头确定章个模子而且搜索打破这个模子的粒子。
Particle colliders automatically flag collisions that look interesting and store data for further inspection.
粒子对撞机自动标记那些看起来与众不同的碰撞,为进一步的研究记录数据。
They're similar to Static Colliders but will work better when you want to move the Collider around frequently.
它们很像静态碰撞器不过对于想要不停地到处移动的碰撞器很好用。
Whereas Rigidbodies allow objects to be controlled by physics, Colliders allow objects to collide with each other.
因为刚体允许对象被物理系统控制。碰撞器使对象之间产生碰撞作用。
An alternative way of using Colliders is to mark them as a Trigger, just check the IsTrigger property checkbox in the Inspector.
一个可供选择的碰撞器使用方法是标记他们为触发器,仅需要选中检视面板中的IsTrigger属性选择框。
Thus, Cloth and the world do not recognise or see each other until you manually add colliders from the world to the Cloth component.
因此,直到你从游戏中世界到布料元件中,手动添加碰撞器时,布料和世界都不会去识别和审视对方。
As you watched in the previous chapter, you will see the process of making colliders, connect to clothes, and adjust parameters to avoid troubles.
正如您在前面的章节观看,你会看到对撞机过程中制作,连接到衣服,并调整参数,以避免麻烦。
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。
You would use a polygon object to create pattern curves quickly, and adjust simulation parameters to organize collision among character, pants, and colliders.
你会使用一个多边形对象创建模式曲线迅速,并调整组织对撞机模拟参数之间的性格碰撞,裤子和。
Additionally, you can only use three types of colliders with cloth: a sphere, a capsule, and conical capsule colliders, constructed using two sphere colliders.
此外,你可以在布料上只使用三种类型的碰撞器:球体、容器和圆锥。其中,容器碰撞器由两个球体碰撞器组成。
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。
"We're now looking at the effect of radiation on this material, to determine if it can be used for high energy physics applications, such as particle colliders, " says Dr.
目前我们比较关注它的辐射效应,这将决定它能不能应用于像粒子对撞机这样的高能物理领域。
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.
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。
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.
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。
While particle-physics colliders and space-based observatories could rule out some of the more exotic versions of each, no one has been able to suggest a way to decide between them in general.
虽然粒子对撞机和太空观测站可以排除两种理论中一些较为奇特的观点,却没有人能够提出从总体上对两者做出选择的方法。
Both are hadron colliders: machines that smash protons into each other, or into their antimatter kin, at a smidgen below the speed of light in order to create shrapnel in the form of other particles.
两者都是强子对撞机,这种机器能让光子以略低于光的速度相互撞击或撞向它的反物质近亲,像散弹一样产生大量的其它粒子。
Both are hadron colliders: machines that smash protons into each other, or into their antimatter kin, at a smidgen below the speed of light in order to create shrapnel in the form of other particles.
两者都是强子对撞机,这种机器能让光子以略低于光的速度相互撞击或撞向它的反物质近亲,像散弹一样产生大量的其它粒子。
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