Unity3D说明文档翻译-Physics Manager

来源:互联网 发布:网络施工队 编辑:程序博客网 时间:2024/06/05 14:58

Physics Manager

物理学管理器

The Physics Manager lets you provide global settings for 3D physics (menu: Edit > Project Settings > Physics). There is also a corresponding manager for 2D physics, described here.

物理学管理器让你能够给3D物理学进行设置全局(菜单:编辑>项目设置>物理学).本手册也有相应的2D物理学管理器介绍.

Properties

属性

Property:

Function:

Gravity

引力

The amount of gravity applied to all Rigidbodies. Usually gravity acts only on the Y-axis (negative is down). Gravity is world units per second squared. Note: Increasing the gravity might require increasing the “Solver Iteration Count” to maintain stable contacts.

引力的量由所有刚体提供.通常引力只表现在Y轴上(负为下).引力是世界单位每秒的平方.注意:增大引力将需要增大解算器迭代数来维持稳定的通讯.

Default Material

默认材质

The default Physics Material that will be used if none has been assigned to an individual Collider.

默认物理材质,如果没有给单个碰撞器指定它将被使用.

Bounce Threshold

反弹临界值

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.

两个带有相对速度低于此值的碰撞对象将不会反弹.此值也减少时基误差因此不推荐把它设置为一个非常低的值.

Sleep Threshold

休眠临界值

The mass-normalized kinetic energy threshold below which a non-kinematic Rigidbody may go to sleep. Rigidbodies whose kinetic energy divided by their mass is below this threshold will be candidates for sleeping.

质量规范化动能临界值低于此,一个非运动的刚体将进入休眠.刚体动能除以它们的质量低于此临界值将被休眠.

Default Contact Offset

默认接触偏移

Specifies distance which the collision detection system uses to generate collision contacts. The value must be positive and if set too close to zero can cause jitter. Default: 0.01. Only Colliders whose distance is less than the sum of their contact offset values will generate collision contacts.

碰撞检测系统用来生成碰撞接触的指定距离.此值必须是正的且如果设置得太接近可能导致时基误差.默认0.01.只有碰撞器距离小于它们接触偏移值总和时将产生碰撞接触.

Solver Iteration Count

解算器迭代数

Determines how accurately joints and contacts are resolved. Usually a value of 7 works very well for almost all situations.

确定连接和接触要如何精确.通常值7就能很好的工作在绝大多数情况下.

Queries Hit Triggers

查询命中触发器

If enabled, any Raycast, SphereCast, SphereTest, etc. that intersects with a Collider marked as a Trigger will return a hit. If disabled, these intersections will not return a hit. Individual raycasts can override this behavior.

如果启用,任何光线投射,球面投射球面测试等正交于碰撞器将标记为一个触发器返回一次命中.如果禁用,这些交点将不会返回一个命中.单独的光线投射可以覆盖此行为.

Enable Adaptive Force

启用自适配力

The “adaptive force” affects the way forces are transmitted through a pile or stack of objects with the aim of giving more realistic behaviour. This option enables or disables the adaptive force. Note that from Unity 5.0, this is disabled by default.

自适应力影响力在一堆对象间的传导,以提供更真实的行为.此选项启用或禁用自适应力.注意从Unity5.0以后,默认为禁用.

Layer Collision Matrix

碰撞矩阵层

Defines how the layer-based collision detection system will behave.

定义基于层的碰撞检测系统如何表现.

Details

细节

The settings of the physics manager define limits on the accuracy of the physical simulation. Generally speaking, a more accurate simulation requires more processing overhead, so these settings offer a way to trade off accuracy against performance. See the Physics section of the manual for further information.

物理学管理器设置定义了物理学仿真精确度的限制.通常来说,一个更精确的仿真需要更高的处理,所以这些设置提供一个平衡精确度和性能的方法.参考此手册的物理学部分获取更多信息.

 

0 0
原创粉丝点击