rigidbody信息详情
刚体
originals logo───原创标志
originals fmovies───原版电影
crapulous origin───糟糕的起源
charwoman origin───女巫出身
frigidity wiki───性冷淡维基
frigidare efr751───制冷efr751
aborigines in New Zealand───新西兰土著
aboriginal art───土著艺术
prepossessing origins───预感起源
buttress origin───支墩起源
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。
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。
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。
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。
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。
If you parent a Character Controller with a Rigidbody you will get a "Joint" like behavior.───如果你的角色控制器是一个刚体的子物体,他会表现的像“关节”一般。
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。
- rigidfix
- random code
- rust outpost
- top picks for you
- preprogrammes
- spatial chemistry
- the dog is dead
- preprogramming
- teaforte
- state ownership
- random conversation
- shake that remix
- polar lighter
- synchronous digital system
- trippy love
- trippy loveremix
- smileday
- smiledays
- top pictures
- throw games
- top piece