dynamic object
当一个object吸附了:
1.collider (接受碰撞)
2.rigibody (受到物理引擎的控制)
它就是一个dynamic object,此时的对象会收到unity 的物理引擎的影响,接受碰撞,碰撞时会受到力的作用进行移动
static object
但一个object吸附了:
1.collider
此时它是一个静态物体,它接受碰撞,但是它却不会移动.
注:如果是静态物体我们不要使用transform去改变它的坐标,这样会严重的影响物理引擎的性能!!
Collider
(1) non-trigger Collider
没有勾选属性:Is Trigger (此时与其它也没有勾选is trigger的物体发生接触,就会产生碰撞)
此时与其它物体发生接触会调用:
OnCollisionEnter OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionExit OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionStay OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
(2) trigger Collider
勾选了属性:Is Trigger (此时与其它物体发生接触,无论对方是否勾选is trigger ,此时都不会发生碰撞,将穿透物体)
此时与其它物体发生接触会调用:
OnTriggerEnter OnTriggerEnter is called when the Collider other enters the trigger.
OnTriggerExit OnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerStay OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger.
Rigibody
(1)non-kinematic Rigibody
没有勾选is kinematic
(2)kinematic Rigibody
勾选了is kinematic
区别:kinematic Rigibody 不会发生碰撞,也不会接受到力的作用,但是我们可以通过使用transform来移动它
Trigger Message 产生
最低条件:两个物体之中:有一个勾选了is trigger 的collider , 有一个 Kinematic Rigibody 和 non trigger Collider.
Collider Message产生
最低条件:两个物体中:有一个non kinematic Rigibody 和 non trigger Collider , 有一个non trigger Collider.
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版权声明:本文为CSDN博主「monk_CD」的原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接及本声明。
原文链接:https://blog.csdn.net/qweewqpkn/article/details/51533369