%E6%B8%B8%E6%88%8F%E5%BC%80%E5%8F%91%E6%96%B9%E6%96%B9%E9%9D%A2/Unity/%E7%BB%84%E4%BB%B6%E7%AC%94%E8%AE%B0/Rigidbody-%E4%B8%8E-Unity-%E7%89%A9%E7%90%86%E5%BC%95%E6%93%8E #20
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隔壁 Godot 有 PhysicsServer 感觉比 Unity 的集成物理引擎更灵活 |
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%E6%B8%B8%E6%88%8F%E5%BC%80%E5%8F%91%E6%96%B9%E6%96%B9%E9%9D%A2/Unity/%E7%BB%84%E4%BB%B6%E7%AC%94%E8%AE%B0/Rigidbody-%E4%B8%8E-Unity-%E7%89%A9%E7%90%86%E5%BC%95%E6%93%8E
Unity 有自己的物理引擎,虽然可以不用。 表现为当你挂载 Rigidbody 后,Unity 的物理引擎就会通过 Rigidbody 来控制 Transform 组件(这是 Rigidbody 组件的功能)。还有不少物理引擎的特性都与 Rigidbody 有关比如说 AddForce 、velocity 这种概念。 如果要将 GameObject 加入物理引擎的控制目标,就需要 Rigidbody 或者相关物理引擎的组件。 总而言之,这类组件就是包装了底层的物理引擎后的组件,其底层实现依赖于 Unity 的物理引擎。 相似的还有 Physic Material、Collider.
https://library.whispery.top/%E6%B8%B8%E6%88%8F%E5%BC%80%E5%8F%91%E6%96%B9%E6%96%B9%E9%9D%A2/Unity/%E7%BB%84%E4%BB%B6%E7%AC%94%E8%AE%B0/Rigidbody-%E4%B8%8E-Unity-%E7%89%A9%E7%90%86%E5%BC%95%E6%93%8E
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