Unity Rigid Body Components

Source: Internet
Author: User
1. Launch the Unity application, create a Game object, select the object, open the menu bar Component->physic->rigidboby, and then add the Rigidbody component to the game object.

2.rigidboby Rigid Body Component Properties panel parameters

Mass: quality, used to set the quality of the game object, it is recommended that in the same game scene, the quality difference between the game objects is not greater than 100 times times

Drag: Resistance, when the object is subjected to force movement of air resistance, 0 means no air resistance, the game object will immediately stop the movement when the resistance is great

Angular drag: Angular resistance, when an object is subjected to air resistance when rotated by torque force, 0 means no air resistance, and the game object stops moving immediately when the resistance is great.

Use gravity: Using gravity, if you turn this on, the game object is affected by gravity.

Is kinematic: Whether the dynamics is turned on, if this is turned on, the game object is not affected by the physical engine and thus can only be manipulated by the transform (Geometric Transform component) property, which enables the movement of the mock-up platform or the animation with the hinge joint connected rigid body.

Interpolate: Difference, which is used to control the motion jitter of a rigid body, there are 3 options

None: No difference

Interpolate: The value of the inner difference, based on the transform of the previous frame to smooth the number of transform

Extrapolate: The Heterodyne value, based on the transform of the next frame to smooth the number of transform

Collision Detetion: Collision detection, a property used to control the avoidance of high-speed game objects from passing through other objects without collisions. There are 3 different options

Discrete: Discrete collision detection, which is a default value for collision detection with all other colliding bodies in the scene

Continuous: Continuous collision detection, which detects collisions with dynamic colliding bodies (with Rigidboby), and other new experiences using discrete collision modes, from patterns to objects that need to collide with objects that use continuous dynamic collision detection. This has a significant impact on physical performance and uses discrete collision detection mode if collision detection is not required for fast moving objects.

Coninuous Dynamic: Continuous motion Collision detection mode, which detects collisions with continuous collision mode or continuous collision mode objects, or detects static mesh collisions without rigidboby, which can be used to collide with discrete collision detection The dynamic continuous collision detection mode can also be used to detect fast moving game objects.

Constrains: Constraint, which controls constraints on rigid body motion

Freeze Position: Frozen position, rigid body object in the x, Y, Z axis direction of the world coordinate system (tick state), the movement will be invalid

Freeze Rotation: Freeze rotation, rigid body object in X, Y, Z of World coordinate system, axis method (tick state), rotation will not be valid

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