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  • Physic Materials are materials that instead

    物理材質(Physic Material)

  • of effecting the appearance of a game object

    這種材質不會影響物件外觀 但會影響物理引擎運算

  • they effect the way that the object reacts

    想想看籃球與保齡球之間的差異

  • to the physics engine. Consider the difference

    除了兩者彈跳的方式、重量的差異性

  • between how a basketball and a bowling ball

    表面質感的差異 與其它表面產生的反應也有差異

  • might bounce. Whilst there is a difference

    物理材質可點選專案裡的Create鈕來建立

  • in their mass, their surfaces are also

    從檢視裡調整和其它表面互動的設定

  • very different and they react to other

    利用摩擦力的設定來控制互動的結果

  • surfaces very differently. Physic materials

    動態摩擦(Dynamic Friction) 用來設定物件移動產生的摩擦力

  • can be created from the Create button

    靜態摩擦(Static Friction)用來設定 從靜止狀態移動一個物件需要多少力量

  • on the project panel.

    彈力(Bounciness)設定物件的彈力大小

  • And they're edited in the inspector to

    綜合摩擦(Friction Combine) 設定物件對其它物件材質的反應

  • control how the surface reacts to another

    摩擦方向(Friction Direction) 設定各軸向的摩擦力

  • surface. They do this by controlling friction.

    而動態摩擦 2和靜態摩擦 2 是用來控制摩擦方向的三個軸向數值

  • Dynamic Friction is how much friction

    在這個範例裡 我們將方體和工作臺加入了物理材質

  • exists whilst the object is moving

    物理材質可在物件碰撞體屬性裡指定

  • and Static Friction is how much

    你可以在碰撞體元件裡 看到一個指定物理材質(Materia)的設定

  • force is required in order to move the

    當開始播放遊戲時 方體物件顯得滑溜又略有彈力

  • object from a static position.

    那是因為我的動態摩擦和靜態摩擦設定為 0

  • Bounciness does exactly what it sounds like.

    代表平滑表面上沒東西阻止的了它 同時也帶了些許彈力

  • It controls how bouncy the object is.

    如果我將彈力設定提高它就會彈離工作臺

  • And the Friction Combine settings control

    如果我想限制它在X軸的摩擦力

  • how they respond to another object

    我可以在物理材質檢視裡

  • with a certain material. Friction Direction

    將摩擦方向的X軸設定為1 並加大動態摩擦2的數值

  • will allow you to control friction

    接著我將彈力降低 這樣它就不會彈離工作臺

  • in a particular axis and the dynamic

    你可以看到方體物件滑動了一下就停止 這是因為摩擦方向限制的關係

  • and static friction 2 properties

    所以我們將限制在調低一點 你可以看到它開始滑動

  • will give you control over those three axes.

    這樣你就能了解

  • In this example we've applied this

    物理材質可以完全控制物件表面的設定

  • particular physic material to our power cube

    以及物件和其他物件的碰撞行為

  • and our work bench.

  • The physic material is applied to the

  • collider in any given game object

  • and you can see that there's a slot for

  • material within the collider settings.

  • You can see that if I press play,

  • it bounces slightly and is also very slippery.

  • This is because I've used 0 for dynamic

  • and static friction, meaning there's nothing

  • stopping it from slipping around and

  • I've also made it slightly bouncy.

  • If I make it very bouncy

  • then it's going to bounce off of the table.

  • And for example if I wanted to restrict

  • it's movement in a particular axis

  • so I can see that the X axis is the direction

  • in which it's sliding, so what I could do

  • is go back to that material and I'll set

  • my friction direction of X to 1 and

  • increase the dynamic friction. I'm going to turn

  • bounciness back down to a lower number

  • so that it doesn't bounce off the table.

  • And you can see that it's slowing to a halt

  • because of the amount of friction involved there.

  • So we could make that slightly lower

  • and you can see it begins to slide.

  • So hopefully you can see that with

  • physic materials you can completely control

  • the surface of an object

  • and how it responds to others.

Physic Materials are materials that instead

物理材質(Physic Material)

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