刚体物体跌落到其他物体上

刚体物体跌落到其他物体上

本文介绍了刚体物体跌落到其他物体上的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我有一个统一的刚体对象,该对象落在其他对象上.我添加了一个网格对撞机,但仍然无法正常工作.我该怎么办?

I have a rigidbody object in unity, that falls thru other objects. I added a mesh collider but it's still doesn't works. What do I need to do?

推荐答案

要使其正常运行,请确保:

To get it working, ensure that:

  • 两个对象都具有对撞机(例如盒对撞机,网格对撞机或球形对撞机)
  • 没有对撞机已检查Is Trigger
  • 在编辑"->项目设置"->物理"中,两个对象层在层碰撞矩阵"中未被选中
  • 在代码中的任何地方都不会通过Physics.IgnoreCollision
  • 禁用两个对象层的碰撞
  • 如果对象高速移动,则在刚体的碰撞检测"下拉列表中使用Continuous类型
  • 所有对撞机网格都适合于您的网格过滤器的外观(它们可能具有不同的网格),例如不包含孔;启用所有小控件,以便您可以看到绿色线框中的碰撞网格的样子
  • 对撞机网格的中心"或大小"未更改,以致于无法识别它们
  • 没有错误消息自Unity 5以来不再支持具有非运动刚体的非凸MeshCollider";如果是,请在Mesh Collider上勾选Convex
  • 没有其他错误消息
  • Both objects have a collider (like a box collider, mesh collider or sphere collider)
  • No collider has Is Trigger checked
  • In Edit -> Project Settings -> Physics, the two object layers aren't unticked in the Layer Collision Matrix
  • Nowhere in your code do you disable collisions of the two object layers via Physics.IgnoreCollision
  • If objects move at high speed, you use a Continuous type in the Rigidbody's Collision Detection dropdown
  • All the collider meshes are appropriate as to what your mesh filter looks like (they may have a different mesh), e.g. not contain holes; turn on all gizmos so you can see what the collision mesh looks like in green wireframe
  • The collider meshes are not changed in Center or Size so as to make them missable
  • There's no error message "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5"; tick Convex on the Mesh Collider if so
  • There's not any other error messages

祝你好运!

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08-14 13:13