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[Unity 组件参考手册]组件:管理器设置之物理管理器

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发表于 2013-1-31 22:33:49 |只看该作者 |倒序浏览
You can access the Physics Manager by selecting Edit->roject Settings->hysics from the menu bar.你可以在菜单Edit->roject Settings->hysics中打开物理管理器。
The Physics Manager 物理管理器
【Properties 属性】    Gravity 重力
    The amount of gravity applied to all Rigidbodies. Usually gravity acts only on the Y-axis (negative is down). Gravity is meters/(seconds^2).
    重力应用于所有刚体,一般重力仅在Y轴起作用(y轴负方向是向下)。单位是 米/(秒^2)
    Default Material 默认材质
    The default Physics Material that will be used if none has been assigned to an individual Collider.
    如果一个碰撞体没有设置物理材质的话,将会设置为默认材质。
    Bounce Threshold 反弹阈值
    Two colliding objects with a relative velocity below this value will not bounce. This value also reduces jitter so it is not recommended to set it to a very low value.
    如果2个碰撞体的相对速度低于该值,那么将不会反弹。该值也用于减少抖动,所以不建议设置为很低的值。
    Sleep Velocity 休眠速度
    The default linear velocity, below which objects start going to sleep.
    默认线速度,低于该速度的物体将会进入休眠。
    Sleep Angular Velocity
    休眠角速度
    The default angular velocity, below which objects start going to sleep.
    默认角速度,低于该速度的物体将会进入休眠。
    Max Angular Velocity
    最大角速度
    The default maximimum angular velocity permitted for any Rigidbodies. The angular velocity of Rigidbodies is clamped to stay within Max Angular Velocity to avoid numerical instability with quickly rotating bodies. Because this may prevent intentional fast rotations on objects such as wheels, you can override this value for any Rigidbody by scripting Rigidbody.maxAngularVelocity.
    任何刚体都有默认的最大角速度。限制刚体角速度可以避免旋转时的数值不稳定。有时这个值会让我们无法让某些物体快速地旋转(例如车轮),可以在脚本Rigidbody.maxAngularVelocity中改变该值。
    Min Penetration For Penalty
    最小穿透禁区
    How deep in meters are two objects allowed to penetrate before the collision solver pushes them apart. A higher value will make objects penetrate more but reduces jitter.
    在碰撞检测器将2个物体分开前,它们可以穿透多少米的距离。较高的值会导致较多的物体穿透,不过可以减少抖动。
    Solver Iteration Count
    求解迭代次数
    Determines how accurately joints and contacts are resolved. Usually a value of 7 works very well for almost all situations.
    决定了关节和连接的计算精度。一般设置为7就可以适用于大多数情况。
    Raycasts Hit Triggers
    射线检测命中触发
    If enabled, any Raycast that intersects with a Collider marked as a Trigger will return a hit. If disabled, these intersections will not return a hit.
    如果启用,那么进行射线检测时命中碰撞体会返回一个命中消息。如果关闭,则不返回命中消息。
    Layer Collision Matrix
    层碰撞矩阵
    Defines how the layer-based collision detection system will behave.
    定义层碰撞检测系统的行为。 【Details 细节】The Physics Manager is where you define the default behaviors of your world. For an explanation of Rigidbody Sleeping, read this page about sleeping.物理管理器用于设置游戏世界里的默认行为。如果想了解关于刚体休眠的内容,请阅读休眠(sleeping)页面。
【Hints 提示】    If you are having trouble with connected bodies oscillating and behaving eratically, setting a higher Solver Iteration Count may improve their stability, but will require more processing power.
    如果你碰到了刚体连接振荡和行为不正常的问题,设置更高的求解迭代次数可提高其稳定性,但这将需要更多的计算开销。 【来源:互联网】
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