Unity3D说明文档翻译-Physics 2D Manager
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Physics 2D Manager
2D物理学管理器
The Physics Manager lets you provide global settings for 2D physics (menu: Edit > Project Settings > Physics 2D). There is also a corresponding manager for 3D physics, described here.
2D物理学管理器提供了你对2D物理学的全局设置(菜单:编辑>项目设置>2D物理学).本手册也提供了对3D物理学管理器的介绍.
Properties
属性
Property:
Function:
Gravity
引力
The amount of gravity applied to all Rigidbody2D objects. Generally, gravity is only set for the negative direction of the Y-axis.
提供给所有2D刚体的引力.通常,引力只是在y轴设置一个负值.
Default Material
默认材质
The default Physics Material 2D that will be used if none has been assigned to an individual collider.
默认2D物理材质,如果一个碰撞器没有单独设置将使用它.
Velocity Iterations
速度迭代
The number of iterations made by the physics engine to resolve velocity effects. Higher numbers result in more accurate physics but at the cost of CPU time.
物理引擎生成的迭代次数以决定速度效果.高次数导致更精确的物理学但以cpu时间为代价.
Position Iterations
位置迭代
The number of iterations made by the physics engine to resolve position changes. Higher numbers result in more accurate physics but at the cost of CPU time.
物理引擎生成的迭代次数以确定位置改变.高次数导致更精确的物理学但以cpu时间为代价.
Velocity Threshold
速度临界值
Collisions with a relative velocity lower than this value will be treated as inelastic collisions (ie, the colliding objects will not bounce off each other).
相对速度低于此值的碰撞将被认为是非弹性碰撞(比如,碰撞对象将不会彼此弹开).
Max Linear Correction
最大线性修正
The maximum linear position correction used when solving constraints (range, 0.0001 to 1000000). This helps to prevent overshoot.
当解决约束时最大线性位置修正被使用(范围0.0001到1000000).这有助于避免越过头.
Max Angular Correction
最大角度修正
The maximum angular correction used when solving constraints (range, 0.0001 to 1000000). This helps to prevent overshoot.
当解决约束时最大角度修正会被使用(范围同上).帮助避免越位.
Max Translation Speed
最大平移速度
The maximum linear speed of a rigidbody object during any physics update.
一个刚体在任何物理学修正期间的最大线性速度.
Max Rotation Speed
最大旋转速度
The maximum linear speed of a rigidbody object during any physics update.
一个刚体对象在任何物理学修正期间的最大线性速度.
Min Penetration For Penalty
最小穿透补偿
The minimum contact penetration radius allowed before any separation impulse force is applied.
最小接触穿透半径可在任何冲击力穿透前应用.
Baumgarte Scale
鲍姆加特缩放
Scale factor that determines how fast collision overlaps are resolved.
缩放因子,确定碰撞重叠多快解决.
Baumgarte Time of Impact Scale
鲍姆加特影响缩放时间
Scale factor that determines how fast time-of-impact overlaps are resolved.
缩放因子,确定重叠影响时间多快解决.
Time to Sleep
休眠时间
The time (in seconds) that must pass after a rigidbody stops moving before it goes to sleep.
时间(以秒为单位)必须在刚体移动停止后才进入休眠.
Linear Sleep Tolerance
线性休眠公差
The linear speed below which a rigidbody will go to sleep after the “time to sleep” elapses.
线性速度低于一个刚体将进入休眠的速度,之后时间也进入休眠.
Angular Sleep Tolerance
角度休眠公差
The rotational speed below which a rigidbody will go to sleep after the “time to sleep” elapses.
旋转速度低于一个刚体将进入休眠的速度,之后时间也进入休眠.
Queries Hit Triggers
检索命中触发器
Should any physics queries (Linecasts, Raycasts, etc) that intersect with a Collider marked as a Trigger return a hit? Check the box for yes, leave it unchecked for these queries to not return a hit.
是否任何物理学检索(线性投射,光线投射等)相交于一个碰撞器标记为一个触发器一次命中?勾选为是,不勾选这些检索将不返回一次命中.
Queries Start In Colliders
碰撞器启动检索
Will any physics queries (Linecasts, Raycasts, etc) that start inside a collider detect the collider they start in? Check the box for yes.
是否在碰撞器启动时内部启动一个碰撞器查看任何物理检索(线性投射,光线投射等)?勾选为是.
Change Stops Callbacks
改变站点回调
Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted or moved.
如果任何对象包含的碰撞已被删除或移除,是否立即停止报告碰撞回调.
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将如何表现.
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.
物理管理器设置定义了物理学模拟的精确度.通常来说,一个更精确的模拟需要更多的处理,所以这些设置提供了平衡精确度与性能的方法.参考”物理学”部分获取详细信息.
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