![]() More info See in Glossary Collider component. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. ![]() Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. Reference for the Mesh The main graphics primitive of Unity. Reference for the Wheel Collider component. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. Reference for the Terrain The landscape in your scene. Reference for the Capsule Collider A capsule-shaped collider component that handles collisions for GameObjects like barrels and character limbs. Reference for the Box Collider A cube-shaped collider component that handles collisions for GameObjects like dice and ice cubes. More info See in Glossary on a four-wheel vehicle. It can be used for objects other than wheels, but it is specifically designed for vehicles with wheels. It has built-in collision detection, wheel physics, and a slip-based tire friction model. More info See in Glossary, and profile common physics-based scenarios.Ī walkthrough tutorial for configuring wheel colliders A special collider for grounded vehicles. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. How to inspect the Collider geometry across your Scene A Scene contains the environments and menus of your game. How to detect and handle collisions between fast-moving objects in Unity. 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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