《UnityAPI.Physics物理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Raycast+BoxCast+LineBox+Vector3+立钻哥哥++==)

《UnityAPI.Physics物理》

版本

作者

参与者

完成日期

备注

UnityAPI_Physics_V01_1.0

严立钻

 

2020.05.21

 

 

 

 

 

 

 

#《UnityAPI.Physics物理》发布说明:

++++“UnityAPI.Physics物理是对UnityAPIPhysics类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#Physics物理

#Physics物理

#Physics物理

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

 

 

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:Physics(物理)是全局物理属性和辅助方法

立钻哥哥:Global physics properties and helper methods.

 

 

 

 

 

 

#B2、Static Variables静态变量

#B2、Static Variables静态变量

++B2、Static Variables静态变量

++++B2.1、AllLayers

++++B2.2、bounceThreshold

++++B2.3、defaultContactOffset

++++B2.4、DefaultRaycastLayers

++++B2.5、gravity

++++B2.6、IgnoreRaycastLayer

++++B2.7、queriesHitTriggers

++++B2.8、sleepThreshold

++++B2.9、solverIterationCount

++++B2.10、YanlzXREngine.Physics.StaticVariables

 

 

++B2.1、AllLayers

++B2.1、AllLayers

++B2.1、AllLayers

++++立钻哥哥:所有层

public static int AllLayers;

++++选择所有层的层蒙版常量

++++可用于Physics.Raycast的层蒙版字段以及其他,来选择所有层

 

 

 

 

 

++B2.2、bounceThreshold

++B2.2、bounceThreshold

++B2.2、bounceThreshold

++++立钻哥哥:反弹阀值

public static float bounceThreshold;

++++两个碰撞物体的相对速度如果在这个设定值之下,不会反弹;默认值2;取值范围0到无穷大;必须为正数

++++这个值在Edit->Project Settings->Physics菜单下设定;而不用在脚本中

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPhysics : MonoBehaviour{

    void MyTestFunc(){

        Physics.bounceThreshold = 1;

    }

}    //立钻哥哥:public class YanlzPhysics{}

 

 

 

 

 

++B2.3、defaultContactOffset

++B2.3、defaultContactOffset

++B2.3、defaultContactOffset

++++立钻哥哥:默认触点偏移

public static float defaultContactOffset;

++++新创建碰撞器的默认接触偏移值

++++那些碰撞器间的距离比它们的contactOffset值之和小将产生接触;该触点偏移必须为正;触点偏移允许碰撞检测系统预判接触,即使对象稍微分开点

 

 

 

 

 

++B2.4、DefaultRaycastLayers

++B2.4、DefaultRaycastLayers

++B2.4、DefaultRaycastLayers

++++立钻哥哥:默认投射层

public static int DefaultRaycastLayers;

++++选择默认投射层的层蒙版常数

++++可用于Physics.Raycast的层蒙版字段以及其他,来选择默认投射层;该默认层是除了忽略层的所有层

 

 

 

 

 

++B2.5、gravity

++B2.5、gravity

++B2.5、gravity

++++立钻哥哥:重力

public static Vector3 gravity;

++++场景中应用到所有刚体的重力

++++使用useGravity属性,可以单个开关刚体重力

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPhysics : MonoBehaviour{

    void MyTestFunc(){

        Physics.gravity = new Vector3(0, -1.0F, 0);

    }

}    //立钻哥哥:public class YanlzPhysics{}

 

 

 

 

 

++B2.6、IgnoreRaycastLayer

++B2.6、IgnoreRaycastLayer

++B2.6、IgnoreRaycastLayer

++++立钻哥哥:忽略投射层

public static int IgnoreRaycastLayer;

++++选择忽略层的层蒙版常量

++++可用于Physics.Raycast的层蒙版字段以及其他,来选择忽略层(默认不接受投射)

 

 

 

 

 

++B2.7、queriesHitTriggers

++B2.7、queriesHitTriggers

++B2.7、queriesHitTriggers

++++立钻哥哥:查询碰到触发器

public static bool queriesHitTriggers;

++++指定查询(raycasts, spherecasts, overlap tests, etc.)是否碰到触发器

++++这能通过指定QueryTriggerInteraction参数,重写查询

 

 

 

 

 

++B2.8、sleepThreshold

++B2.8、sleepThreshold

++B2.8、sleepThreshold

++++立钻哥哥:休眠阀值

public static float sleepThreshold;

++++质量归一化的能量阀值,哪个对象开始休眠

 

 

 

 

 

++B2.9、solverIterationCount

++B2.9、solverIterationCount

++B2.9、solverIterationCount

++++立钻哥哥:求解迭代次数

public static int solverIterationCount;

++++默认的求解迭代次数允许使用任意刚体(默认为7);必须为正数;(可以纠正关节间连接的错误行为)

++++solverIterationCount决定了关节和接触点有多精确;可以纠正关节间连接的错误行为;如果关节刚体有摇摆现象和行为杂乱,为solverIterationCount设置一个较高的值将改善他们的稳定性;通常情况下设置为7

++++这个值在Edit->Project Settings->Physics菜单下设定,而不同在脚本中

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzGameObject : MonoBehaviour{

    void MyTestFunc(){

        Physics.solverIterationCount = 10;

    }

}    //立钻哥哥:public class YanlzGameObject{}

 

 

 

 

 

 

 

#C3、Static Functions静态函数

#C3、Static Functions静态函数

++C3、Variables变量

++++C3.1、BoxCast

++++C3.2、BoxCastAll

++++C3.3、BoxCastNonAlloc

++++C3.4、CapsuleCast

++++C3.5、CapsuleCastAll

++++C3.6、CapsuleCastNonAlloc

++++C3.7、CheckBox

++++C3.8、CheckCapsule

++++C3.9、CheckSphere

++++C3.10、GetIgnoreLayerCollision

++++C3.11、IgnoreCollision

++++C3.12、IgnoreLayerCollision

++++C3.13、Linecast

++++C3.14、OverlapBox

++++C3.15、OverlapBoxNonAlloc

++++C3.16、OverlapSphere

++++C3.17、OverlapSphereNonAlloc

++++C3.18、Raycast

++++C3.19、RaycastAll

++++C3.20、RaycastNonAlloc

++++C3.21、SphereCast

++++C3.22、SphereCastAll

++++C3.23、SphereCastNonAlloc

++++C3.24、YanlzXREngine.Physics.StaticFunctions

 

 

++C3.1、BoxCast

++C3.1、BoxCast

++C3.1、BoxCast

++++立钻哥哥:盒投射

public static bool BoxCast(Vector3 center, Vector3 halfExtents, Vector3 direction, Quaternion orientation=Quaternion.identity, float maxDistance=Mathf.Infinity, int layerMask=DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

public static bool BoxCast(Vector3 center, Vector3 halfExtents, Vector3 direction, out RaycastHit hitInfo, Quaternion orientation = Quaternion.identity, float maxDistance=Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[center]:盒中心

++++[halfExtents]:盒的每轴的一半大小

++++[direction]:投射盒的方向

++++[orientation]:盒的旋转

++++[maxDistance]:投射的最大长度

++++[layerMask]:选择投射的碰撞器层蒙版

++++[queryTriggerInteraction]:指定查询碰到触发器

++++[hitInfo]:包含更多的碰到碰撞器的信息

++++[返回值]:如果发现交叉,返回true

++++沿射线投射立方体,并返回碰到的信息

 

 

 

 

 

++C3.2、BoxCastAll

++C3.2、BoxCastAll

++C3.2、BoxCastAll

++++立钻哥哥:全部盒投射

public static RaycastHit[] BoxCastAll(Vector3 center, Vector3 halfExtents, Vector3 direction, Quaternion orientation=Quaternion.identity, float maxDistance=Mathf.Infinity, int layerMask=DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[center]:盒的中心;

++++[halfExtents]:盒的每轴的一半大小

++++[direction]:投射盒的方向

++++[orientation]:盒的旋转

++++[maxDistance]:投射的最大长度

++++[layerMask]:选择投射的碰撞器层蒙版

++++[queryTriggerInteraction]:指定查询碰到触发器

++++[返回值]:返回碰到的所有碰撞器的RaycastHit[]

++++就像Physics.BoxCast,反返回的是所有碰到的对象信息

 

 

 

 

 

++C3.3、BoxCastNonAlloc

++C3.3、BoxCastNonAlloc

++C3.3、BoxCastNonAlloc

++++立钻哥哥:盒投射非分配

public static int BoxCastNonAlloc(Vector3 center, Vector3 halfExtents, Vector3 direction, RaycastHit[] results, Quaternion orientation=Quaternion.identity, float maxDistance=Mathf.Infinity, int layermask=DefaultRaycastLayers, QueryTriggerInteraction queryInteraction=QueryTriggerInteraction.UseGlobal);

++++[center]:盒中心

++++[halfExtents]:盒每轴的一半大小

++++[direction]:盒投射方向

++++[results]:储存结果的缓冲器

++++[orientation]:盒的旋转

++++[maxDistance]:投射的最大长度

++++[layermask]:选择投射的层蒙版

++++[queryTriggerInteracion]:指定是否查询碰到触发器

++++[返回值]:返回碰到的储存在results缓冲器中的数量

++++沿方向投射立方体,并储存到提供的缓冲器

 

 

 

 

 

++C3.4、CapsuleCast

++C3.4、CapsuleCast

++C3.4、CapsuleCast

++++立钻哥哥:胶囊投射

public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance=Mathf.Infinity, int layerMask=DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[point1]:球体开始中心点

++++[point2]:球体结束的中心点

++++[radius]:胶囊的半径

++++[direction]:胶囊扫描的方向

++++[maxDistance]:扫描的最大长度

++++[layerMask]:选择投射的层蒙版

++++[queryTriggerInteraction]:指定是否查询碰到触发器

 

 

 

 

 

++C3.5、CapsuleCastAll

++C3.5、CapsuleCastAll

++C3.5、CapsuleCastAll

++++立钻哥哥:胶囊投射全部

public static RaycastHit[] CapsuleCastAll(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance=Mathf.Infinity, int layerMask=DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[point1]:球体开始中心点

++++[point2]:球体结束的中心点

++++[radius]:胶囊的半径

++++[direction]:胶囊扫描的方向

++++[maxDistance]:扫描的最大长度

++++[layerMask]:选择投射的层蒙版

++++[queryTriggerInteraction]:指定是否查询碰到触发器

++++[返回值]:返回扫描到的所有碰撞器RaycastHit信息

++++Physics.CapsuleCast,但这个函数将返回所有胶囊扫描交叉碰到的对象

++++投射一个胶囊针对场景中所有碰撞器,并返回所有碰到的每个碰撞器的细节信息;胶囊是由point1point2位置的两个球带有radius半径形成胶囊的两端定义;返回胶囊沿direction方向碰到的第一个碰撞器;这通常用于投射不需足够的精度,因为要找出一个特定大小的物体,如人物,能移动到某处而不在途中碰撞到任何东西

++++如果从脚本或动画移动碰撞器,需要有至少一个在FixedUpdate中执行,使得物理库可以更新它的数据结构,在CapsuleCast碰到碰撞器之前是在它的新位置

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPhysics : MonoBehaviour{

 

    void Update(){

        RaycastHit[] hits;

        CharacterController charCtrl = GetComponent<CharacterController>();

        Vector3 p1 = transform.position + charCtrl.center + Vector3.up * -charCtrl.height * 0.5F;

        Vector3 p2 = p1 + Vector3.up * charCtrl.height;

 

        //Cast character controller shape 10 meters forward, to see if it is about to hit anything

        hits = Physics.CapsuleCastAll(p1, p2, charCtrl.radius, transform.forward, 10);

 

        //Change the material of all hit colliders to use a transparent Shader

        for(int i = 0; i < hits.Length; i++){

            RaycastHit hit = hits[i];

            Renderer rend = hit.transform.GetComponent<Renderer>();

 

            if(rend){

                rend.material.shader = Shader.Find(Transparent/Diffuse);

                Color tempColor = rend.material.Color;

                tempColor.a = 0.3F;

                rend.material.color = tempColor;

            }    //立钻哥哥:if(){}

        }    //立钻哥哥:for(){}

 

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzPhysics{}

 

 

 

 

 

++C3.6、CapsuleCastNonAlloc

++C3.6、CapsuleCastNonAlloc

++C3.6、CapsuleCastNonAlloc

++++立钻哥哥:胶囊投射非分配

public static int CapsuleCastNonAlloc(Vector3 point1, Vector3 point2, float radius, Vector3 direction, RaycastHit[] results, float maxDistance=Mathf.Infinity, int layerMask=DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[point1]:球体开始中心点

++++[point2]:球体结束的中心点

++++[radius]:胶囊的半径

++++[direction]:胶囊扫描的方向

++++[results]:缓冲器用来储存碰到的信息

++++[maxDistance]:扫描的最大长度

++++[layerMask]:选择投射的层蒙版

++++[queryTriggerInteraction]:指定是否查询碰到触发器

++++[返回值]:返回碰到的对象储存在缓冲器中的数量

++++针对场景中所有的碰撞器投射一个胶囊,并返回缓冲器中碰到什么的信息

++++Physics.CapsuleCastAll,但不产生垃圾信息

 

 

 

 

 

++C3.7、CheckBox

++C3.7、CheckBox

++C3.7、CheckBox

++++立钻哥哥:检测盒

public static bool CheckBox(Vector3 center, Vector3 halfExtents, Quaternion orientation=Quaternion.identity, int layermask=DefaultRaycastLayer, QueryTriggerInteraction queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[center]:盒的中心

++++[halfExtents]:盒每轴的一半大小

++++[orientation]:盒的旋转

++++[layermask]:旋转投射的层蒙版

++++[queryTriggerInteraction]:指定是否查询碰到触发器

++++[返回值]:如果盒重叠任意碰撞器,返回true

++++检测给定盒是否与其他碰撞器重叠

 

 

 

 

 

++C3.8、CheckCapsule

++C3.8、CheckCapsule

++C3.8、CheckCapsule

++++立钻哥哥:检测胶囊

public static bool CheckCapsule(Vector3 start, Vector3 end, float radius, int layermask=DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[start]:胶囊开始处的球中心

++++[end]:胶囊结束处的球中心

++++[radius]:胶囊的半径

++++[layermask]:选择胶囊投射的层蒙版

++++[queryTriggerInteraction]:指定是否查询碰到触发器

++++在世界座标空间,检查胶囊体是否与任意碰撞器重叠

++++胶囊是由radius半径与point1point2位置的两个球形成胶囊的两端定义

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPhysics : MonoBehaviour{

    bool CorridorIsWideEnough(Vector3 startPt, Vector3 endPt, float width){

        return Physics.CheckCapsule(startPt, endPt, width);

    }

}    //立钻哥哥:public class YanlzPhysics{}

 

 

 

 

 

++C3.9、CheckSphere

++C3.9、CheckSphere

++C3.9、CheckSphere

++++立钻哥哥:检测球

public static bool CheckSphere(Vector3 position, float radius, int layermask=DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[position]:球的中心

++++[radius]:球的中心

++++[layermask]:选择胶囊投射的层蒙版

++++[queryTriggerInteraction]:指定是否查询碰到触发器

++++在世界座标空间,由位置和半径定义的球与任意碰撞器重叠,如果重叠则返回true

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPhysics : MonoBehaviour{

    public float sphereRadius;

    AudioSource audio;

 

    void Start(){

        audio = GetComponent<AudioSource>();

    }    //立钻哥哥:void Start(){}

 

    void MyWarningNoise(){

        //Play a noise if an object is within the spheres radius

        if(Physics.CheckSphere(transform.position, sphereRadius)){

            audio.Play();

        }

    }    //立钻哥哥:void MyWarningNoise(){}

 

}    //立钻哥哥:public class YanlzPhysics{}

 

 

 

 

 

++C3.10、GetIgnoreLayerCollision

++C3.10、GetIgnoreLayerCollision

++C3.10、GetIgnoreLayerCollision

++++立钻哥哥:获取忽略层碰撞

public static bool GetIgnoreLayerCollision(int layer1, int layer2);

++++layer1layer2的层忽略了吗?

++++返回Physics.IgnoreLayerCollision或在物理检视面板设置的值

 

 

 

 

 

++C3.11、IgnoreCollision

++C3.11、IgnoreCollision

++C3.11、IgnoreCollision

++++立钻哥哥:忽略碰撞

public static void IgnoreCollision(Collider collider1, Collider collider2, bool ignore=true);

++++使碰撞检测系统忽略所有collider1collider2碰撞

++++这用于,比如说,防止炮弹与发射的对象碰撞(避免炮弹与炮筒碰撞)

++立钻哥哥:IgnoreCollision有一些局限性:

++++1)不具有持续性,这意味着忽略的碰撞状态当场景保存时,在编辑器中不会储存;

++++2)只能在运行时应用忽略碰撞到碰撞器;当禁用该碰撞器或刚体,IgnoreCollision状态将丢失,必须再次调用Physics.IgnoreCollision

++++注意:IgnoreCollision将重置受影响的碰撞器的触发状态,因此可能收到OnTriggerEnterOnTriggerExit的响应消息

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPhysics : MonoBehaviour{

    public Transform bulletPrefab;

 

    void Start(){

        Transform bullect = Instantiate(bulletPrefab) as Transform;

        Physics.IgnoreCollision(bullet.GetComponent<Collider>(), GetComponent<Collider>());

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzPhysics{}

 

 

 

 

 

++C3.12、IgnoreLayerCollision

++C3.12、IgnoreLayerCollision

++C3.12、IgnoreLayerCollision

++++立钻哥哥:忽略层碰撞

public static void IgnoreLayerCollision(int layer1, int layer2, bool ignore=true);

++++使碰撞检测系统忽略layer1layer2中的任意碰撞器的所有碰撞

++++注意:IgnoreLayerCollision将重置受影响碰撞器的触发状态,因此可能收到OnTriggerEnterOnTriggerExit的响应消息

++++可以在物理检视面板为项目设置任意层组合的碰撞

 

 

 

 

 

++C3.13、Linecast

++C3.13、Linecast

++C3.13、Linecast

++++立钻哥哥:线投射

public static bool Linecast(Vector3 start, Vector3 end, int layerMask=DefaultRaycastLayers);

public static bool Linecast(Vector3 start, Vector3 end, out RaycastHit hitInfo, int layerMask=DefaultRaycastLayers);

++++在线的开始和结束位置之间,如果与任何碰撞器相交返回真

++++Layer mask是用来指定投射的层

++++如果返回truehitInfo返回碰到的RaycastHit信息

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPhysics : MonoBehaviour{

    public Transform target;

 

    void Update(){

        if(!Physics.Linecast(transform.position, target.position)){

        }

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzPhysics{}

 

 

 

 

 

++C3.14、OverlapBox

++C3.14、OverlapBox

++C3.14、OverlapBox

++++立钻哥哥:重叠盒

public static Collider[] OverlapBox(Vector3 center, Vector3 halfExtents, Quaternion orientation=Quaternion.identity, int layerMask=AllLayers, QueryTriggerInteraction queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[center]:盒中心

++++[halfExtents]:盒每轴大小的一半

++++[orientation]:盒的旋转

++++[layerMask]:选择投射的层蒙版

++++[queryTriggerInteraction]:指定是否查询碰到触发器

++++[返回值]:返回与给定立方体重叠的所有碰撞器

++++查找给定立方体内或与之接触的所有碰撞器

 

 

 

 

 

++C3.15、OverlapBoxNonAlloc

++C3.15、OverlapBoxNonAlloc

++C3.15、OverlapBoxNonAlloc

++++立钻哥哥:重叠盒非分配

public static int OverlapBoxNonAlloc(Vector3 center, Vector3 halfExtents, Collider[] results, Quaternion orientation=Quaternion.identity, int layerMask=AllLayers, Quaternion queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[center]:盒中心

++++[halfExtents]:盒每轴大小的一半

++++[results]:储存结果到缓冲器

++++[orientation]:盒的旋转

++++[layerMask]:选择投射的层蒙版

++++[queryTriggerInteraction]:指定是否查询碰到触发器

++++[返回值]:返回储存在results中碰撞器的数量

++++查找给定立方体内或与之接触的所有碰撞器,并储存在缓冲器中

 

 

 

 

 

++C3.16、OverlapSphere

++C3.16、OverlapSphere

++C3.16、OverlapSphere

++++立钻哥哥:重叠球

public static Collider[] OverlapSphere(Vector3 position, float radius, int layerMask=AllLayers, QueryTriggerInteraction queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[position]:球体中心

++++[radius]:球的半径

++++[layerMask]:选择投射的层蒙版

++++[queryTriggerInteraction]:指定是否查询碰到触发器

++++返回球内或与之接触的所有碰撞器

++++注意:这个仅针对碰撞器的边界体检测,而不是针对实际的碰撞器

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPhysics : MonoBehaviour{

 

    void MyExplosionDamage(Vector3 center, float radius){

        Collider[] hitColliders = Physics.OverlapSphere(center, radius);

 

        int i = 0;

        while(i < hitColliders.Length){

            hitColliders[i].SendMessage(MyAddDamage);

            i++;

        }

    }    //立钻哥哥:void MyExplosionDamage(){}

 

}    //立钻哥哥:public class YanlzPhysics{}

 

 

 

 

 

++C3.17、OverlapSphereNonAlloc

++C3.17、OverlapSphereNonAlloc

++C3.17、OverlapSphereNonAlloc

++++立钻哥哥:重叠球非分配

public static int OverlapSphereNonAlloc(Vector3 position, float radius, Collider[] results, int layerMask=AllLayers, QueryTriggerInteraction queryTriggerInteraction=QueryTriggerInteraction.UseGlobal);

++++[position]:球体中心

++++[radius]:球的半径

++++[results]:储存结果到缓冲器

++++[layerMask]:选择投射的层蒙版

++++[queryTriggerInteraction]:指定是否查询碰到触发器

++++[返回值]:返回储存在results缓冲器中碰撞器的数量

++++计算并储存该球内或与之接触的所有碰撞器到提供的缓冲器中

++++Physics.OverlapSphere,但不产生垃圾

立钻哥哥:Like Physics.OverlapSphere, but generates no garbage.

 

 

 

 

 

++C3.18、Raycast

++C3.18、Raycast

 

 

 

 

 

 

 

 

 

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

 

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR简介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代码结构(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虚拟现实行业应用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平台上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR实验:以太网帧的构成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++实验四:存储器扩展实验https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913https://blog.csdn.net/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++Unity5.x用户手册https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面试题ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面试题Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

++++Unity面试题Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面试题Fhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面试题https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++禅道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818

++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502

++++Lua快速入门篇(基础概述)https://blog.csdn.net/VRunSoftYanlz/article/details/81041359

++++框架知识点https://blog.csdn.net/VRunSoftYanlz/article/details/80862879

++++游戏框架(UI框架夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80781140

++++游戏框架(初探篇)https://blog.csdn.net/VRunSoftYanlz/article/details/80630325

++++.Net框架设计https://blog.csdn.net/VRunSoftYanlz/article/details/87401225

++++从零开始学架构https://blog.csdn.net/VRunSoftYanlz/article/details/88095895

++++设计模式简单整理https://blog.csdn.net/vrunsoftyanlz/article/details/79839641

++++专题:设计模式(精华篇)https://blog.csdn.net/VRunSoftYanlz/article/details/81322678

++++U3D小项目参考https://blog.csdn.net/vrunsoftyanlz/article/details/80141811

++++Unity小游戏算法分析https://blog.csdn.net/VRunSoftYanlz/article/details/87908365

++++Unity案例(Vehicle)https://blog.csdn.net/VRunSoftYanlz/article/details/82355876

++++UML类图https://blog.csdn.net/vrunsoftyanlz/article/details/80289461

++++PowerDesigner简介https://blog.csdn.net/VRunSoftYanlz/article/details/86500084

++++Unity知识点0001https://blog.csdn.net/vrunsoftyanlz/article/details/80302012

++++Unity知识点0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

++++U3D_Shader编程(第一篇:快速入门篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

++++U3D_Shader编程(第二篇:基础夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372628

++++Unity引擎基础https://blog.csdn.net/vrunsoftyanlz/article/details/78881685

++++Unity面向组件开发https://blog.csdn.net/vrunsoftyanlz/article/details/78881752

++++Unity物理系统https://blog.csdn.net/vrunsoftyanlz/article/details/78881879

++++Unity2D平台开发https://blog.csdn.net/vrunsoftyanlz/article/details/78882034

++++UGUI基础https://blog.csdn.net/vrunsoftyanlz/article/details/78884693

++++UGUI进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78884882

++++UGUI综合https://blog.csdn.net/vrunsoftyanlz/article/details/78885013

++++Unity动画系统基础https://blog.csdn.net/vrunsoftyanlz/article/details/78886068

++++Unity动画系统进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78886198

++++Navigation导航系统https://blog.csdn.net/vrunsoftyanlz/article/details/78886281

++++Unity特效渲染https://blog.csdn.net/vrunsoftyanlz/article/details/78886403

++++Unity数据存储https://blog.csdn.net/vrunsoftyanlz/article/details/79251273

++++Unity中Sqlite数据库https://blog.csdn.net/vrunsoftyanlz/article/details/79254162

++++WWW类和协程https://blog.csdn.net/vrunsoftyanlz/article/details/79254559

++++Unity网络https://blog.csdn.net/vrunsoftyanlz/article/details/79254902

++++Unity资源加密https://blog.csdn.net/VRunSoftYanlz/article/details/87644514

++++PhotonServer简介https://blog.csdn.net/VRunSoftYanlz/article/details/86652770

++++编写Photon游戏服务器https://blog.csdn.net/VRunSoftYanlz/article/details/86682935

++++C#事件https://blog.csdn.net/vrunsoftyanlz/article/details/78631267

++++C#委托https://blog.csdn.net/vrunsoftyanlz/article/details/78631183

++++C#集合https://blog.csdn.net/vrunsoftyanlz/article/details/78631175

++++C#泛型https://blog.csdn.net/vrunsoftyanlz/article/details/78631141

++++C#接口https://blog.csdn.net/vrunsoftyanlz/article/details/78631122

++++C#静态类https://blog.csdn.net/vrunsoftyanlz/article/details/78630979

++++C#中System.String类https://blog.csdn.net/vrunsoftyanlz/article/details/78630945

++++C#数据类型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity3D默认的快捷键https://blog.csdn.net/vrunsoftyanlz/article/details/78630838

++++游戏相关缩写https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++UnityAPI.Rigidbody刚体https://blog.csdn.net/VRunSoftYanlz/article/details/81784053

++++UnityAPI.Material材质https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++UnityAPI.Android安卓https://blog.csdn.net/VRunSoftYanlz/article/details/81843193

++++UnityAPI.AndroidJNI安卓JNIhttps://blog.csdn.net/VRunSoftYanlz/article/details/81879345

++++UnityAPI.Transform变换https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider轮碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources资源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

++++Unity企业内训(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82634668

++++Unity企业内训(第1讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82634733

++++Unity企业内训(第2讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82861180

++++Unity企业内训(第3讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企业内训(第4讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企业内训(第5讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企业内训(第6讲)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++计算机组成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:云计算和雾计算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz

--_--VRunSoft:lovezuanzuan--_--

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