Unity3D说明文档翻译-Physics

Physics

物理

To have convincing physical behaviour, an object in a game must accelerate correctly and be affected by collisions, gravity and other forces. Unity’s built-in physics engines provide components that handle the physical simulation for you. With just a few parameter settings, you can create objects that behave passively in a realistic way (ie, they will be moved by collisions and falls but will not start moving by themselves). By controlling the physics from scripts, you can give an object the dynamics of a vehicle, a machine or even a moving piece of cloth. This page gives an overview of the main physics components in Unity with links for further reading.

有使人信服的物理行为,一个对象在一个游戏内必须正确加速且通过碰撞重力和其他力影响.Unity的内置物理引擎提供组件用于给你处理物理仿真.随着少数参数设置,你可以用现实方式创建和被动表现对象(例如,它们可以由碰撞和下落移动但它们本身不会发起移动).通过脚本控制物理性质,你可以给一个交通工具,机器或甚至一个移动的布块对象以动态性.此页给出Unity主要物理组件及延伸阅读的预览.

Note: there are actually two separate physics engines in Unity, one for 3D physics and one for 2D physics. The main concepts are identical between the two engines (except for the extra dimension in 3D) but they are implemented with different components. So for example, there is Rigidbody component for 3D physics and an analogous Rigidbody 2D for 2D physics.

注意:实际上Unity上有两个单独的物理引擎,一个用于3D物理而一个用于2D物理.这两个引擎的主要感念是相同的(除了3D的额外维度)但它们通过不同组件实现.所以例如,有关于3D物理的刚体和一个类似的关于2D物理的刚体.

 

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