到附加的碰撞器边界框上的最近点。
The closest point to the bounding box of the attached colliders.
到附加碰撞器的边界框最近的点。
The closest point to the bounding box of the attached collider.
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.
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.
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.
限制碰撞器只能爬小于等于该值的斜坡。
Limits the collider to only climb slopes that are equal to or less than the indicated value.
胶囊碰撞器的半径长度。级碰撞器的宽度。
Length of the Capsule collider's radius. This is essentially the width of the collider.
相比于网格碰撞器,优先使用原型碰撞器。
盒碰撞器可以被调整成不同大小的长方体。
The Box Collider can be resized into different shapes of rectangular prisms.
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.
当父级刚体受力移动时,子级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.
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.
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。
Compound Colliders are combinations of primitive Colliders, collectively acting as a single Collider.
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。
For a Trigger to collide with a normal Collider, one of them must have a Rigidbody attached.
该值决定胶囊碰撞器在世界空间中的位置,并不影响角色的行动。
This will offset the Capsule Collider in world space, and won't affect how the Character pivots.
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。
This removes the need to use multiple colliders to make a capsule shape and is more optimized as well.
这类对象可以用于你通常希望用静态碰撞器发出触发事件的情形下。
This object can be used for circumstances in which you would normally want a Static Collider to send a trigger event.
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。
They're similar to Static Colliders but will work better when you want to move the Collider around frequently.
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。
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.
这就允许你轻易地移动、旋转或者伸缩每个碰撞器,并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.
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.
要创建复合碰撞器,只需给你的碰撞器对象创建子对象,然后为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.
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。
Thus, Cloth and the world do not recognise or see each other until you manually add colliders from the world to the Cloth component.
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。
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.
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。
Additionally, you can only use three types of colliders with cloth: a sphere, a capsule, and conical capsule colliders, constructed using two sphere colliders.
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。
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.
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.
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