![]() ![]() ![]() ![]() Such objects might include simple characters, obstacles that rise or fall from their surroundings, projectiles and many other common game elements. OnCollisionStay2D: Sent each frame where a collider on another object is touching this object's collider (2D physics only). OnCollisionStay:ref::OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. The whole scene has about 1000 other (non-trigger) colliders. Sent when a collider on another object stops touching this object's collider (2D physics only). The scripts that use these triggers check at OnCollisionEnter whether the collider is the player. The Slider Joint can be used for sliding objects such as doors but also for any objects that follow a simple, straight path. Our game has perhaps 100 sphere colliders set as triggers in order to activate certain things. The maximum distance the rigidbody object can be from the connected anchor point. The minimum distance the rigidbody object can be from the connected anchor point. The maximum force the motor can apply while attempting to reach the target speed. The angle of the line relative to the other rigidbody (or world space). If this is null then the othen end of the joint will be fixed at a point in space.Ĭoordinate in local space where the end point of the joint is attached.Ĭoordinate in the other object’s local space where its end of the joint is attached. The other Rigidbody2D object that the one with the joint is connected to. Property:Ĭan the two connected objects collide with each other? It can also be moved along by a motor force and have limits applied to keep its position within a certain section of the line. The object can optionally be left free to move anywhere along the line in response to collisions or forces. The Slider Joint 2D component allows a Sprite object controlled by rigidbody physics to slide along a line in space. ![]()
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