Unity3D說明文檔翻譯-Physics

Physics

物理

To have convincing physical behaviour, an object in a game must accelerate correctly and be affected by collisions, gravity and other forces. Unity’s built-in physics engines provide components that handle the physical simulation for you. With just a few parameter settings, you can create objects that behave passively in a realistic way (ie, they will be moved by collisions and falls but will not start moving by themselves). By controlling the physics from scripts, you can give an object the dynamics of a vehicle, a machine or even a moving piece of cloth. This page gives an overview of the main physics components in Unity with links for further reading.

有使人信服的物理行爲,一個對象在一個遊戲內必須正確加速且通過碰撞重力和其他力影響.Unity的內置物理引擎提供組件用於給你處理物理仿真.隨着少數參數設置,你可以用現實方式創建和被動表現對象(例如,它們可以由碰撞和下落移動但它們本身不會發起移動).通過腳本控制物理性質,你可以給一個交通工具,機器或甚至一個移動的布塊對象以動態性.此頁給出Unity主要物理組件及延伸閱讀的預覽.

Note: there are actually two separate physics engines in Unity, one for 3D physics and one for 2D physics. The main concepts are identical between the two engines (except for the extra dimension in 3D) but they are implemented with different components. So for example, there is Rigidbody component for 3D physics and an analogous Rigidbody 2D for 2D physics.

注意:實際上Unity上有兩個單獨的物理引擎,一個用於3D物理而一個用於2D物理.這兩個引擎的主要感念是相同的(除了3D的額外維度)但它們通過不同組件實現.所以例如,有關於3D物理的剛體和一個類似的關於2D物理的剛體.

 

發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章