A Collider 2D should never be moved directly using the Transform or any collider offset the Rigidbody 2D should be moved instead. When a Collider 2D is attached to the Rigidbody 2D, it moves with it. Note that while you can still override the Rigidbody 2D by modifying the Transform component yourself (because Unity exposes all properties on all components), doing so will cause problems such as GameObjects passing through or into each other, and unpredictable movement.Īny Collider 2D component added to the same GameObject or child GameObject is implicitly attached to that Rigidbody 2D. The Rigidbody 2D component overrides the Transform and updates it to a position/rotation defined by the Rigidbody 2D. This movement and connection with colliders is what a Rigidbody 2D component is for. The 2D physics engine is able to move colliders and make them interact with each other, so a method is required for the physics engine to communicate this movement of colliders back to the Transform components. More info See in Glossary are positioned. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. When it is changed, it updates other components, which may update things like where they render or where colliders An invisible shape that is used to handle physical collisions for an object. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. More info See in Glossary (and its child GameObjects) is positioned, rotated and scaled within the Scene A Scene contains the environments and menus of your game. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary defines how a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. Usually, the Unity Editor’s Transform component A Transform component determines the Position, Rotation, and Scale of each object in the scene. The Rigidbody 2D component appears differently in the Unity Editor depending on which Body Type you have selected. More info See in Glossary component carry over to Rigidbody 2D the differences are that in 2D, objects can only move in the XY plane and can only rotate on an axis perpendicular to that plane. Many concepts familiar from the standard Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces. A Rigidbody 2D component places an object under the control of the physics engine A system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces.
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