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Unity組件:Physics Manager 物理管理器

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間隔線

You can access the Physics Manager by selecting Edit->Project Settings->Physics from the menu bar.

你可以在菜單Edit->Project Settings->Physics中打開物理管理器。


The Physics Manager 物理管理器

Properties 屬性
  • 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).
    重力應(yīng)用于所有剛體,一般重力僅在Y軸起作用(y軸負(fù)方向是向下)。單位是 米/(秒^2)
  • Default Material 默認(rèn)材質(zhì)
    The default Physics Material that will be used if none has been assigned to an individual Collider.
    如果一個(gè)碰撞體沒有設(shè)置物理材質(zhì)的話,將會(huì)設(shè)置為默認(rèn)材質(zhì)。
  • Bounce Threshold 反彈閾值
    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個(gè)碰撞體的相對(duì)速度低于該值,那么將不會(huì)反彈。該值也用于減少抖動(dòng),所以不建議設(shè)置為很低的值。
  • Sleep Velocity 休眠速度
    The default linear velocity, below which objects start going to sleep.
    默認(rèn)線速度,低于該速度的物體將會(huì)進(jìn)入休眠。
  • Sleep Angular Velocity
    休眠角速度
    The default angular velocity, below which objects start going to sleep.
    默認(rèn)角速度,低于該速度的物體將會(huì)進(jìn)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.
    任何剛體都有默認(rèn)的最大角速度。限制剛體角速度可以避免旋轉(zhuǎn)時(shí)的數(shù)值不穩(wěn)定。有時(shí)這個(gè)值會(huì)讓我們無法讓某些物體快速地旋轉(zhuǎn)(例如車輪),可以在腳本Rigidbody.maxAngularVelocity中改變?cè)撝怠?
  • Min Penetration For Penalty
    最小穿透禁區(qū)
    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.
    在碰撞檢測器將2個(gè)物體分開前,它們可以穿透多少米的距離。較高的值會(huì)導(dǎo)致較多的物體穿透,不過可以減少抖動(dòng)。
  • Solver Iteration Count
    求解迭代次數(shù)
    Determines how accurately joints and contacts are resolved. Usually a value of 7 works very well for almost all situations.
    決定了關(guān)節(jié)和連接的計(jì)算精度。一般設(shè)置為7就可以適用于大多數(shù)情況。
  • Raycasts Hit Triggers
    射線檢測命中觸發(fā)
    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.
    如果啟用,那么進(jìn)行射線檢測時(shí)命中碰撞體會(huì)返回一個(gè)命中消息。如果關(guān)閉,則不返回命中消息。
  • Layer Collision Matrix
    層碰撞矩陣
    Defines how the layer-based collision detection system will behave.
    定義層碰撞檢測系統(tǒng)的行為。
Details 細(xì)節(jié)

The Physics Manager is where you define the default behaviors of your world. For an explanation of Rigidbody Sleeping, read this page about sleeping.

物理管理器用于設(shè)置游戲世界里的默認(rèn)行為。如果想了解關(guān)于剛體休眠的內(nèi)容,請(qǐng)閱讀休眠(sleeping)頁面。

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.
    如果你碰到了剛體連接振蕩和行為不正常的問題,設(shè)置更高的求解迭代次數(shù)可提高其穩(wěn)定性,但這將需要更多的計(jì)算開銷。

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