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Unity3D說明文檔翻譯-PhysicsPhysics

Physics

實體

To have convincing physical behaviour, an object in a game must accelerate correctly and be affected by collisions, gravity and other forces. Unity’s built-in physics engines provide components that handle the physical simulation for you. With just a few parameter settings, you can create objects that behave passively in a realistic way (ie, they will be moved by collisions and falls but will not start moving by themselves). By controlling the physics from scripts, you can give an object the dynamics of a vehicle, a machine or even a moving piece of cloth. This page gives an overview of the main physics components in Unity with links for further reading.

有使人信服的實體行為,一個對象在一個遊戲内必須正确加速且通過碰撞重力和其他力影響.Unity的内置實體引擎提供元件用于給你處理實體仿真.随着少數參數設定,你可以用現實方式建立和被動表現對象(例如,它們可以由碰撞和下落移動但它們本身不會發起移動).通過腳本控制實體性質,你可以給一個交通工具,機器或甚至一個移動的布塊對象以動态性.此頁給出Unity主要實體元件及延伸閱讀的預覽.

Note: there are actually two separate physics engines in Unity, one for 3D physics and one for 2D physics. The main concepts are identical between the two engines (except for the extra dimension in 3D) but they are implemented with different components. So for example, there is Rigidbody component for 3D physics and an analogous Rigidbody 2D for 2D physics.

注意:實際上Unity上有兩個單獨的實體引擎,一個用于3D實體而一個用于2D實體.這兩個引擎的主要感念是相同的(除了3D的額外次元)但它們通過不同元件實作.是以例如,有關于3D實體的剛體和一個類似的關于2D實體的剛體.

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