unity 3d engine

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How does Unity's physical engine achieve collisions?

The physics engine does not allow two collisions to overlap, and when two or more objects collide, unity will rootcalculate the impact effect at their rotational speed. Calculation is mainly based on the object of the collider is still stillis dynamic. Objects are not moved, for example, walls, floors, spray ponds in the yard, etc. Dynamic ObjectsThe body is mobile, for example the player controls the ball,

Unity physics engine Implementation uniform circular motions

SummaryThis article focuses on how to implement uniform circular motions with the unity physics engine.ObjectiveFirst, we can use unity Api,transform.rotatearound to implement uniform circular motions. But this implementation, I think not enjoyable, because you just understand an API, and did not learn any other knowledge. Take a little bit of interesting stuff.Physical knowledge1. Definition:The motion is

Unity physical engine-rigid body collision

collision: In the oncollisionenter function, you can set the logic after the collision. Example: C # void OnCollisionEnter(Collider collsion) { print(collsion.gameObject); } Here, the collison variable is the collision body. Print the collision object type, It indicates that when a collision occurs, the function receives the message and responds accordingly; Trigger collision and message transmission: Each collision server has a trigger or not option. This option is set to play t

Unity physical engine-Joint

Elastic Force to perform relative motion, and they can limit the elastic range and maximum breaking force themselves: For example: The two yellow blocks that can be seen are links; 4. characterjoint: Follow Http://game.ceeger.com/Components/class-CharacterJoint.html The role controller is to achieve the doll effect, similar to the puppet effect. In the trunk object, the role controller can be used for connection to achieve the effects similar to those of the climbing p

The canvas and EventSystem of the Unity engine GUI

make some necessary transfers.Clear flags is set to depth only (render depth only), culling mask retains only the UI layer, projection is set to orthographic (orthogonal mode), and the value of depth depth must be greater than the value of the scene master camera. This will keep the UI on top of the scene object.Canvas Scaler Components:UI scale mode (UI scaling): This is how the UI scales when adaptive, and here's the second way to follow the screen zoom.Reference Resolution (reference resolut

Some common methods in the Unity engine

some common methods in the Unity engine emission Ray Launch from any gameobject or on-screen mouse position. void Update () { //Click the left mouse button to emit a ray if (Input.getmousebuttondown (0)) {/ /launch//camera from the location of the mouse Currentcamera = Camera.main; Vector2 screenposition = input.mouseposition; Ray Ray = Currentcamera.screenpoi

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