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Unity产生带有铰链关节的GameObject

[英]Unity Spawning GameObjects with Hinge Joints

I'm working on a level generator in Unity for an endless runner and I want to spawn some prefabs with hinge joints. 我正在Unity中为一个无尽的奔跑者制作一个关卡生成器,我想生成一些带有铰链接头的预制件。

The trouble is that when I spawn an object with a hinge joint, it retains the anchor and connected anchor from when the prefab was saved, not relative to its spawned position. 麻烦的是,当我使用铰链关节生成对象时,它保留了保存预制件时的锚和连接的锚,而不是相对于其生成位置。

Any idea how I can fix this? 知道我该如何解决吗?

Instead of having the joint in the prefab. 而不是在预制件中使用接头。 Why don't you use the AddComponent<HingeJoint> method in runtime when you generate the level to do the connections. 生成级别进行连接时,为什么不在运行时中使用AddComponent<HingeJoint>方法。

I solved this problem with adding an Rigid Body(IsKinematic=true) as parent and set the Connected Rigidy Body property to this. 我通过添加一个刚体(IsKinematic = true)作为父级来解决此问题,并将“ Connected Rigidy Body属性设置为此。 Spawning the parent keeps the Connected Anchor in place. 生成父对象可使Connected Anchor保持在原位。

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