[英]Car GameObject falling through the Terrain
我最近一直在从事一个项目,那里有一个场景,那里有山脉,森林和汽车。
汽车在地形上行驶时,汽车会穿透地形
我只想知道如何阻止这种情况的发生。
在汽车上有Mesh Collider并附有RigidBody
在地形上有凸为False的Mesh Collider。
public class Motor : MonoBehaviour {
public float moveSpeed = 5.0f;
public float drag = 0.5f;
public float terminalRoatationSpeed = 25.0f;
public Virtualjoystick moveJoystick;
private Rigidbody controller;
private Transform camTransform;
// Use this for initialization
void Start () {
controller = GetComponent<Rigidbody> ();
controller.maxAngularVelocity = terminalRoatationSpeed;
controller.drag = drag;
camTransform = Camera.main.transform;
}
// Update is called once per frame
void FixedUpdate () {
Vector3 dir = Vector3.zero;
dir.x = Input.GetAxis ("Horizontal");
dir.z = Input.GetAxis ("Vertical");
if(dir.magnitude > 1)dir.Normalize();
if(moveJoystick.InputDirection != Vector3.zero)
{
dir = moveJoystick.InputDirection;
}
// Rotate our Direction vector with Camera
Vector3 rotatedDir = camTransform.TransformDirection(dir);
rotatedDir = new Vector3 (rotatedDir.x, 0, rotatedDir.z);
rotatedDir = rotatedDir.normalized * dir.magnitude;
controller.AddForce (rotatedDir * moveSpeed);
}
}
我之前已经回答了这个问题,但是找不到其他答案将其标记为重复。 您将WheelCollider
用于汽车。
您需要将WheelCollider
附加到汽车的所有车轮上。 这样,您的汽车将始终位于Terrain Collider
顶部。
WheelCollider.motorTorque
用于向前或向后移动汽车。
WheelCollider.brakeTorque
用于制动汽车。
WheelCollider.steerAngle
用于操纵汽车。
那里有许多教程, 这是直接来自Unity文档的一个示例:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[System.Serializable]
public class AxleInfo {
public WheelCollider leftWheel;
public WheelCollider rightWheel;
public bool motor;
public bool steering;
}
public class SimpleCarController : MonoBehaviour {
public List<AxleInfo> axleInfos;
public float maxMotorTorque;
public float maxSteeringAngle;
// finds the corresponding visual wheel
// correctly applies the transform
public void ApplyLocalPositionToVisuals(WheelCollider collider)
{
if (collider.transform.childCount == 0) {
return;
}
Transform visualWheel = collider.transform.GetChild(0);
Vector3 position;
Quaternion rotation;
collider.GetWorldPose(out position, out rotation);
visualWheel.transform.position = position;
visualWheel.transform.rotation = rotation;
}
public void FixedUpdate()
{
float motor = maxMotorTorque * Input.GetAxis("Vertical");
float steering = maxSteeringAngle * Input.GetAxis("Horizontal");
foreach (AxleInfo axleInfo in axleInfos) {
if (axleInfo.steering) {
axleInfo.leftWheel.steerAngle = steering;
axleInfo.rightWheel.steerAngle = steering;
}
if (axleInfo.motor) {
axleInfo.leftWheel.motorTorque = motor;
axleInfo.rightWheel.motorTorque = motor;
}
ApplyLocalPositionToVisuals(axleInfo.leftWheel);
ApplyLocalPositionToVisuals(axleInfo.rightWheel);
}
}
}
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