U3D Physics Summary

Source: Internet
Author: User

Physical systems are based on collider, and objects without collider do not have any active and passive physical interaction, nor do they produce trigger related messages.

When and only if both A and B have colliding bodies, it is possible for the two to interact to produce trigger messages.

Collision Body Collider is divided into two main categories: Trigger Collider, non-Trigger collider

Trigger Collider is a trigger, a check is trigger collider does not produce any physical interaction, only when the other collider into its scope to trigger a ontriggerenter message, The Ontriggerstaty message is triggered during the stay, and the ontriggerexit message is triggered when exiting.

The IS trigger option will invalidate the physical collision effect of the Rigidboy component, but it will be subject to the force of gravity.

The non-Trigger collider is the physical collision body. A collider that uncheck is trigger is a physical collider (this is the default option).

Also divided into two categories: obstructions (or static collision body Static collider, only collider components) and rigid body (or dynamic collision body dynamically collider, with Collider and rigidbody components)

Static collider is generally a moving obstacle in the scene that blocks the movement of other collisions without being pushed. If you do not want to move the static collider, it will cause the physical system additional computational overhead and unknown errors, the performance of the tour has a very external impact, do not use this.

Dynamic Collider is a dynamically colliding body, a rigid body with two components of Collider and Rigidbody. Can collide with other colliding bodies, or they can be touched.

Rigid body If the is Kinematic property of the Rigidbody component is checked, the object will become a kinematic rigid body, which is similar to the performance of the obstacle, which can be called a semi-dynamic collision body, movable obstacle. Kinematic rigid bodies can push other objects but cannot be pushed by other objects. and is not affected by gravity.

There is no object that is both a trigger and a collision body. You can only choose one of two. Either a trigger or a non-trigger.

Summary: The classification of objects in physical systems: Triggers (collider components are checked for is Trigger), obstructions (only collider components), movable obstructions (with collider and rigidbody components and Rigidbody components checked for IS kinematic), rigid body (with both collider and rigidbody components)

Triggers do not produce any physical interaction. Obstacles are stationary, which can block other body movements.

Removable barriers can drive other rigid bodies or be driven by rigid bodies without interacting with obstacles.

A rigid body can interact with the body.

U3D Physics Summary

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