• 到附加碰撞边界上的最近

    The closest point to the bounding box of the attached colliders.

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  • 附加碰撞边界最近

    The closest point to the bounding box of the attached collider.

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  • 头盔所碰撞游戏对象碰撞器

    The Collider of the game object the headset has collided with.

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  • 上图中,环境附加一个网格碰撞器

    In the above picture, the environment has a Mesh Collider attached.

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  • 可以包含碰撞的游戏对象碰撞

    They might collide with a GameObject that only contains a Collider.

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  • 限制碰撞只能小于等于斜坡

    Limits the collider to only climb slopes that are equal to or less than the indicated value.

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  • 胶囊碰撞半径长度。级碰撞器宽度

    Length of the Capsule collider's radius. This is essentially the width of the collider.

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  • 相比于网格碰撞优先使用原型碰撞器

    Use primitive colliders in preference mesh colliders.

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  • 碰撞器可以调整不同大小长方体

    The Box Collider can be resized into different shapes of rectangular prisms.

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  • 确保游戏对象一个碰撞器组件连接

    Make sure your GameObject has a Collider Component attached to it.

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  • 的是没有附加刚体而附加碰撞器的游戏对象。

    These are GameObjects that do not have a Rigidbody attached, but do have a Collider attached.

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  • 刚体受力移动时,碰撞器也随之一起移动

    When the Rigidbody parent is moved around by forces, the child Colliders move along with it.

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  • 静态碰撞一个包含碰撞器刚体的游戏对象

    Static Collider is a GameObject that has a Collider but not a Rigidbody.

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  • 复合碰撞组合原型碰撞器共同扮演单个碰撞的角色。

    Compound Colliders are combinations of primitive Colliders, collectively acting as a single Collider.

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  • 触发一个普通碰撞器碰撞,其中之一必须附加刚体。

    For a Trigger to collide with a normal Collider, one of them must have a Rigidbody attached.

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  • 值决定胶囊碰撞器世界空间中的位置,并不影响角色行动

    This will offset the Capsule Collider in world space, and won't affect how the Character pivots.

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  • 可以避免使用多个碰撞来组合成胶囊体形状并且更加优化

    This removes the need to use multiple colliders to make a capsule shape and is more optimized as well.

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  • 类对象可以用于通常希望静态碰撞器发出触发事件情形下

    This object can be used for circumstances in which you would normally want a Static Collider to send a trigger event.

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  • 它们静态碰撞不过对于要不停地到处移动碰撞很好用。

    They're similar to Static Colliders but will work better when you want to move the Collider around frequently.

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  • 碰撞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。

    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.

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  • 就允许轻易地移动、旋转或者伸缩每个碰撞使他们互相之间互不影响。

    This allows you to position, rotate, and scale each Collider easily and independently of one another.

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  • 碰撞使用复杂网格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.

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  • 创建复合碰撞,只需给碰撞对象创建对象然后每个子对象添加原型碰撞器

    To create a Compound Collider, create child objects of your colliding object, then add a primitive Collider to each child object.

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  • 因此直到游戏世界布料元件中手动添加碰撞时,布料世界都不会去识别审视对方

    Thus, Cloth and the world do not recognise or see each other until you manually add colliders from the world to the Cloth component.

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  • 所以如果许多希望四处移动不同对象要恰好砸到它们静态碰撞,那就运动学刚体碰撞器吧。

    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.

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  • 此外可以布料上使用三种类型碰撞球体圆锥。其中,容碰撞器两个球体碰撞器组成。

    Additionally, you can only use three types of colliders with cloth: a sphere, a capsule, and conical capsule colliders, constructed using two sphere colliders.

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  • 比如如果一个活动的平台上面一些刚体盒子,那应该设置平台为运动学刚体不仅加刚体碰撞器

    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.

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  • 比如如果一个活动的平台上面一些刚体盒子,那应该设置平台为运动学刚体不仅不加刚体碰撞器

    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 Colliderwithout a Rigidbody.

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  • 碰撞尽量匹配对象比例如果组不规则伸缩(维度上的比例都不相同),只能使用网格碰撞才能完全匹配。

    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.

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  • 网格碰撞添加存在图形网格(甚至输入设置产生碰撞复选好用),或者你可以使用碰撞器类型

    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.

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