![]() This can prevent fast-moving objects from tunnelling through walls during a simulation step. TopicĬontinuous collision detection A collision detection method that calculates and resolves collisions over the entire physics simulation step. You can configure collisions via Collider components, or their corresponding C# class. You can then use these Colliders to manage collision events. More info See in Glossary for the purposes of physical collisions. A GameObject’s functionality is defined by the Components attached to it. Colliders define the shape of a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info See in Glossary between GameObjects in Unity, you need to use Colliders An invisible shape that is used to handle physical collisions for an object. ![]() ![]() To configure collision A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. ![]()
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