I'm having trouble trying to script an object on Unity, but I'm having trouble getting it through.
I want to create objects that move automatically in the +X direction and behave like objects that are affected by gravity and obstacles.
They slip through the obstacles they have installed and move to the other side.
Discrete
, Continuous
, Continuous Dynamic
, or Continuous Specific
.Object Car
Components Movement Programs:
using UnityEngine;
RequireComponent (type of (Rigidbody))]
public class movement —MonoBehavior
{
SerializeField Range (-20f, 20f) float speed = 10f;
Rigidbody rigid;
void Start() {
rigid=GetComponent<Rigidbody>();
}
voidFixedUpdate(){
Vector3 velocity = new Vector3 (speed, 0, 0);
rigid.MovePosition(rigid.position+velocity*Time.fixedDeltaTime);
}
}
Rigidbody.MovePosition() has been investigated in the past and its behavior is tricky, so I have never actually used it.It moves differently depending on the value of IsKinematic.Why don't you give it a try?
In addition, physical engines are not responsible for determining the hit of objects moving at high speeds.For example, Ray is fired from the source to the destination coordinate, and if Ray does not collide, it moves to that coordinate.
This is used in FPS bullets (click to attack).This method is also used in the official Unity sample FPS.Most of the FPS in the world should be made like this.
In games, you can't just make it because you want to make something like this.There are many examples such as adding Mesh Collider to the shape of everything you can see, or specifying the range of attacks in collider or XXcast instead of hitting a weapon.
To learn these things, I think it's better to download a sample project and find out how it works.
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