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  • mesh collider

    2019-02-22 16:57:57
    如果直接在模型身上添加mesh collider的话 collider是不会跟随骨骼运动的,所以要想跟随就必须将mesh collider放到模型的根骨骼上面

    如果直接在模型身上添加mesh collider的话 collider是不会跟随骨骼运动的,所以要想跟随就必须将mesh collider放到模型的根骨骼上面

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  • Mesh Collider

    千次阅读 2013-09-02 15:15:55
    Mesh Collider The Mesh Collider takes a Mesh Asset and builds its Collider based on that mesh. It is far more accurate for collision detection than using primitives for complicated meshes. Mesh Col

    Mesh Collider

    The Mesh Collider takes a Mesh Asset and builds its Collider based on that mesh. It is far more accurate for collision detection than using primitives for complicated meshes. Mesh Colliders that are marked as Convex can collide with other Mesh Colliders.


    A Mesh Collider used on level geometry

    Properties

       
    Is Trigger If enabled, this Collider is used for triggering events, and is ignored by the physics engine.
    Material Reference to the Physics Material that determines how this Collider interacts with others.
    Mesh Reference to the Mesh to use for collisions.
    Smooth Sphere Collisions When this is enabled, collision mesh normals are smoothed. You should enable this on smooth surfaces eg. rolling terrain without hard edges to make sphere rolling smoother.
    Convex If enabled, this Mesh Collider will collide with other Mesh Colliders. Convex Mesh Colliders are limited to 255 triangles.

    Details

    The Mesh Collider builds its collision representation from the Mesh attached to the GameObject, and reads the properties of the attached Transform to set its position and scale correctly.

    Collision meshes use backface culling. If an object collides with a mesh that will be backface culled graphically it will also not collide with it physically.

    There are some limitations when using the Mesh Collider. Usually, two Mesh Colliders cannot collide with each other. All Mesh Colliders can collide with any primitive Collider. If your mesh is marked as Convex, then it can collide with other Mesh Colliders.

    Colliders work with Rigidbodies to bring physics in Unity to life. Whereas Rigidbodies allow objects to be controlled by physics, Colliders allow objects to collide with each other. Colliders must be added to objects independently of Rigidbodies. A Collider does not necessarily need a Rigidbody attached, but a Rigidbody must be attached in order for the object to move as a result of collisions.

    When a collision between two Colliders occurs and if at least one of them has a Rigidbody attached, three collision messages are sent out to the objects attached to them. These events can be handled in scripting, and allow you to create unique behaviors with or without making use of the built-in NVIDIA PhysX engine.

    Triggers

    An alternative way of using Colliders is to mark them as a Trigger, just check the IsTrigger property checkbox in the Inspector. Triggers are effectively ignored by the physics engine, and have a unique set of three trigger messages that are sent out when a collision with a Trigger occurs. Triggers are useful for triggering other events in your game, like cutscenes, automatic door opening, displaying tutorial messages, etc. Use your imagination!

    Be aware that in order for two Triggers to send out trigger events when they collide, one of them must include a Rigidbody as well. For a Trigger to collide with a normal Collider, one of them must have a Rigidbody attached. For a detailed chart of different types of collisions, see the collision action matrix in the Advanced section below.

    Friction and bounciness

    Friction, bounciness and softness are defined in the Physisc Material. The Standard Assets contain the most common physics materials. To use one of them click on the Physics Material drop-down and select one, eg. Ice. You can also create your own physics materials and tweak all friction values.

    Hints

    • Mesh Colliders cannot collide with each other unless they are marked as Convex. Therefore, they are most useful for background objects like environment geometry.
    • Convex Mesh Colliders must be fewer than 255 triangles.
    • Primitive Colliders are less costly for objects under physics control.
    • When you attach a Mesh Collider to a GameObject, its Mesh property will default to the mesh being rendered. You can change that by assigning a different Mesh.
    • To add multiple Colliders for an object, create child GameObjects and attach a Collider to each one. This allows each Collider to be manipulated independently.
    • You can look at the gizmos in the Scene View to see how the Collider is being calculated on your object.
    • Colliders do their best to match the scale of an object. If you have a non-uniform scale (a scale which is different in each direction), only the Mesh Collider can match completely.
    • If you are moving an object through its Transform component but you want to receive Collision/Trigger messages, you must attach a Rigidbody to the object that is moving.

    Advanced

    Collider combinations

    There are numerous different combinations of collisions that can happen in Unity. Each game is unique, and different combinations may work better for different types of games. If you're using physics in your game, it will be very helpful to understand the different basic Collider types, their common uses, and how they interact with other types of objects.

    Static Collider

    These are GameObjects that do not have a Rigidbody attached, but do have a Collider attached. These objects should remain still, or move very little. These work great for your environment geometry. They will not move if a Rigidbody collides with them.

    Rigidbody Collider

    These GameObjects contain both a Rigidbody and a Collider. They are completely affected by the physics engine through scripted forces and collisions. They might collide with a GameObject that only contains a Collider. These will likely be your primary type of Collider in games that use physics.

    Kinematic Rigidbody Collider

    This GameObject contains a Collider and a Rigidbody which is marked IsKinematic. To move this GameObject, you modify its Transform Component, rather than applying forces. They're similar to Static Colliders but will work better when you want to move the Collider around frequently. There are some other specialized scenarios for using this GameObject.

    This object can be used for circumstances in which you would normally want a Static Collider to send a trigger event. Since a Trigger must have a Rigidbody attached, you should add a Rigidbody, then enable IsKinematic. This will prevent your Object from moving from physics influence, and allow you to receive trigger events when you want to.

    Kinematic Rigidbodies can easily be turned on and off. This is great for creating ragdolls, when you normally want a character to follow an animation, then turn into a ragdoll when a collision occurs, prompted by an explosion or anything else you choose. When this happens, simply turn all your Kinematic Rigidbodies into normal Rigidbodies through scripting.

    If you have Rigidbodies come to rest so they are not moving for some time, they will "fall asleep". That is, they will not be calculated during the physics update since they are not going anywhere. If you move a Kinematic Rigidbody out from underneath normal Rigidbodies that are at rest on top of it, the sleeping Rigidbodies will "wake up" and be correctly calculated again in the physics update. So if you have a lot of Static Colliders that you want to move around and have different object fall on them correctly, use Kinematic Rigidbody Colliders.

    Collision action matrix

    Depending on the configurations of the two colliding Objects, a number of different actions can occur. The chart below outlines what you can expect from two colliding Objects, based on the components that are attached to them. Some of the combinations only cause one of the two Objects to be affected by the collision, so keep the standard rule in mind - physics will not be applied to objects that do not have Rigidbodies attached.

    Collision detection occurs and messages are sent upon collision
      Static Collider Rigidbody Collider Kinematic
    Rigidbody Collider
    Static
    Trigger Collider
    Rigidbody
    Trigger Collider
    Kinematic Rigidbody
    Trigger Collider
    Static Collider   Y        
    Rigidbody Collider Y Y Y      
    Kinematic Rigidbody Collider   Y        
    Static Trigger Collider            
    Rigidbody Trigger Collider            
    Kinematic Rigidbody Trigger Collider            
    Trigger messages are sent upon collision
      Static Collider Rigidbody Collider Kinematic
    Rigidbody Collider
    Static
    Trigger Collider
    Rigidbody
    Trigger Collider
    Kinematic Rigidbody
    Trigger Collider
    Static Collider         Y Y
    Rigidbody Collider       Y Y Y
    Kinematic Rigidbody Collider       Y Y Y
    Static Trigger Collider   Y Y   Y Y
    Rigidbody Trigger Collider Y Y Y Y Y Y
    Kinematic Rigidbody Trigger Collider Y Y Y Y Y Y

    Layer-Based Collision Detection

    In Unity 3.x we introduce something called Layer-Based Collision Detection, and you can now selectively tell Unity GameObjects to collide with specific layers they are attached to. For more information click here

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  • <p>The problem is, as stated in the title, that i fall through my mesh using a mesh collider and having the bsp tree script attached. The TempCast layer is there as well. If i drop a sphere collider ...
  • unity MeshCollider组件

    万次阅读 2017-04-10 16:42:25
    在应用MeshCollider组件中的一个属性 Convex 这个功能很好用 ,但是他也是有一个坑在里面 他的好处 当你点击之后他会自动根据模型自动生成一个碰撞器,这个是不规则的碰撞器。 他的坏处 没有点击 Convex 时候 比如...

    在应用MeshCollider组件中的一个属性 Convex 这个功能很好用 ,但是他也是有一个坑在里面

    他的好处 当你点击之后他会自动根据模型自动生成一个碰撞器,这个是不规则的碰撞器。

    他的坏处  没有点击 Convex 时候 比如当你有一个物体在这样的位置如图


    被MeshCollider包围的时候 你射线检查这个物体是检查不出来的,及时你用层的忽略MeshCollider物体也是检查不出来


     当你Convex勾上时候 他会选择最佳的碰撞体


    当时 中间的位置都是碰撞体或触发器 没有想上面那个样子中间是空洞的

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  • Unity网格碰撞体(MeshCollider)

    万次阅读 2018-08-08 14:58:42
    网格碰撞体 (Mesh Collider) 网格碰撞体 (Mesh Collider) 采用网格资源 (Mesh Asset) 并基于该网格构建其碰撞体 (Collider)。对于碰撞检测,这比将基元用于复杂网格要精确得多。标记为 凸体 (Convex) 的网格碰撞体...

    网格碰撞体 (Mesh Collider)        

    网格碰撞体 (Mesh Collider) 采用网格资源 (Mesh Asset) 并基于该网格构建其碰撞体 (Collider)。对于碰撞检测,这比将基元用于复杂网格要精确得多。标记为 凸体 (Convex) 的网格碰撞体 (Mesh Collider)可以与其他网格碰撞体 (Mesh Collider) 碰撞。


    在水平几何结构上使用的网格碰撞体 (Mesh Collider)

    属性

    属性: 功能:
    为触发器 (Is Trigger) 如果启用,此碰撞体 (Collider) 则用于触发事件,会由物理引擎忽略。
    材质 (Material) 引用可确定此碰撞体 (Collider) 与其他碰撞体 (Collider) 的交互方式的物理材质 (Physics Material)。
    网格 (Mesh) 对用于碰撞的网格的引用。
    平滑球体碰撞 (Smooth Sphere Collisions) 启用此项时,会使碰撞网格法线平滑。应对平滑表面(例如没有硬边缘的丘陵地形)启用此项以使球体滚动更平滑。
    凸体 (Convex) 如果启用,则此网格碰撞体 (Mesh Collider) 会与其他网格碰撞体 (Mesh Collider) 碰撞。凸体网格碰撞体 (Convex Mesh Collider) 限制为 255 个三角形。

    详细信息

    网格碰撞体 (Mesh Collider) 通过附加到游戏对象 (GameObject) 的网格 (Mesh) 构建其碰撞表示形式,并读取附加的变换的属性以设置其位置并正确缩放。

    碰撞网格使用背面剔除。如果对象与将以图形方式背面剔除的网格碰撞,则也不会以物理方式与它碰撞。

    使用网格碰撞体 (Mesh Collider) 时有一些限制。通常,两个网格碰撞体 (Mesh Collider) 不能相互碰撞。所有网格碰撞体 (Mesh Collider) 都可以与任何基元碰撞体 (Collider) 碰撞。如果某个网格标记为 凸体 (Convex),则它可以与其他网格碰撞体 (Mesh Collider) 碰撞。

    碰撞体 (Collider) 与刚体 (Rigidbody) 结合使用可使 Unity 中的物理变得生动。刚体 (Rigidbody) 使对象可以受物理控制,而碰撞体 (Collider) 使对象可以相互碰撞。碰撞体 (Collider) 必须独立于刚体 (Rigidbody) 添加到对象。碰撞体 (Collider) 并不一定需要附加刚体 (Rigidbody),但是必须刚体 (Rigidbody) 才能使对象由于碰撞而移动。

    当两个碰撞体 (Collider) 之间发生碰撞时并且如果其中至少一个附加了刚体 (Rigidbody),会将三条碰撞消息向外发送给附加到它们的对象。这些事件可以在脚本中进行处理,使您可以在使用或不使用内置 NVIDIA PhysX 引擎的情况下创建独特行为。

    触发器 (Trigger)

    使用碰撞体 (Collider) 的备选方法是将其作为触发器 (Trigger),只需在检视视图 (Inspector) 中选中“为触发器”(IsTrigger) 属性复选框即可。触发器 (Trigger) 实际上会被物理引擎忽略,并具有一组独有的三条触发器 (Trigger) 消息,这些消息会在与触发器 (Trigger) 发生碰撞时向外发送。触发器 (Trigger) 可用于触发游戏中的其他事件,如剧情画面、自动门打开、显示辅导消息等。请充分发挥您的想象力!

    请注意,要使两个触发器 (Trigger) 在碰撞时向外发送触发器 (Trigger) 事件,其中之一必须还包括刚体 (Rigidbody)。要使触发器 (Trigger) 与普通碰撞体 (Collider) 碰撞,则其中之一必须附加刚体 (Rigidbody)。有关不同类型碰撞的详细图表,请参阅下面“高级”部分中的碰撞动作矩阵。

    摩擦力和弹力

    摩擦力、弹力和柔软度在物理材质 (Physisc Material) 中定义。标准资源 (Standard Asset) 包含最常见的物理材质 (Physisc Material)。要使用其中之一,请单击“物理材质”(Physisc Material) 下拉菜单并选择一个,例如“冰”(Ice)。还可以创建自己的物理材质 (Physisc Material) 并调整所有摩擦力值。

    提示

    • 网格碰撞体 (Mesh Collider)  不能相互碰撞,除非它们标记为凸体 (Convex)。因此,它们对背景对象(如环境几何结构)最有用。

    • 凸体 (Convex) 网格碰撞体 (Mesh Collider) 必须少于 255 个三角形。

    • 基元碰撞体 (Collider) 对于处于物理控制下的对象成本较低。

    • 将网格碰撞体 (Mesh Collider) 附加到游戏对象 (GameObject) 时,其“网格”(Mesh) 属性会默认为所渲染的网格。可以通过分配不同网格进行更改。

    • 要为对象添加多个碰撞体(Collider),请创建子游戏对象 (GameObject) 并向每个子游戏对象 (GameObject) 附加碰撞体(Collider)。这样便可以独立处理每个碰撞体(Collider)。

    • 可以在场景视图 (Scene View) 中查看小图示以了解在对象上计算碰撞体(Collider) 的方式。

    • 碰撞体(Collider) 会尽量匹配对象的缩放。如果您具有不均匀缩放(在各个方向上不同的缩放),则只有网格碰撞体(Mesh Collider) 才能完全匹配。

    • 如果通过其变换组件 (Component) 移动某个对象,但是希望接收碰撞体(Collider)/触发器 (Trigger) 消息,则必须将刚体 (Rigidbody) 附加到移动的对象。

    高级

    碰撞体 (Collider) 组合

    在 Unity 中可以进行许多不同的碰撞体 (Collider) 组合。每个游戏都是独一无二的,不同组合可能更适合于不同类型的游戏。如果在游戏中使用物理,则了解不同基本碰撞体 (Collider) 类型、其常见用途以及与其他类型对象的交互方式会十分有帮助。

    静态碰撞体 (Static Collider)

    这些是未附加刚体 (Rigidbody)、但的确附加了碰撞体 (Collider) 的游戏对象 (GameObject)。这些对象应保持静态,或很少移动。这些十分适用于环境几何结构。它们在刚体 (Rigidbody) 与之碰撞时不会移动。

    刚体碰撞体 (Rigidbody Collider)

    这些游戏对象 (GameObject) 同时包含刚体 (Rigidbody) 和碰撞体 (Collider)。它们通过脚本编写的力和碰撞,完全受物理引擎影响。它们可以与仅包含碰撞体 (Collider) 的游戏对象 (GameObject) 碰撞。这些很可能是使用物理的游戏中的主要碰撞体 (Collider) 类型。

    运动学刚体碰撞体 (Kinematic Rigidbody Collider)

    此游戏对象 (GameObject) 包含碰撞体 (Collider) 和标记有“为运动学”(IsKinematic) 的刚体 (Rigidbody)。要移动此游戏对象 (GameObject),请修改其 变换组件 (Component),而不是应用力。它们类似于静态碰撞体 (Static Collider),但是更适合于要经常四处移动碰撞体 (Collider) 的情况。有一些使用此游戏对象 (GameObject) 的其他专业方案。

    此对象可以用于通常希望静态碰撞体 (Static Collider) 发送触发器 (Trigger) 事件的情况。因为触发器 (Trigger) 必须附加刚体 (Rigidbody),所以应添加刚体 (Rigidbody),然后启用“为运动学”(IsKinematic)。这可防止对象脱离物理影响,并使您可以在需要时接收触发器 (Trigger) 事件。

    运动学刚体 (Kinematic Rigidbody) 可以方便地打开和关闭。这适合于在以下情况中创建布娃娃:通常希望角色跟随在动画之后,然后在发生碰撞时(通过爆炸或所选的任何其他事物进行提示)变为布娃娃。发生这种情况时,只需通过脚本将所有运动学刚体 (Kinematic Rigidbody) 转变为普通刚体 (Rigidbody)。

    如果让刚体 (Rigidbody) 静止下来以便在一段时间内不移动,它们会“入睡”。即,它们在物理更新过程中不会进行计算,因为它们不会前往任何位置。如果将运动学刚体 (Kinematic Rigidbody) 从休眠的普通刚体 (Rigidbody) 下边移走,则休眠的刚体 (Rigidbody) 将被唤醒并在物理更新中重新准确计算。因此如果您具有许多要四处移动的静态碰撞体 (Static Collider) 并且让不同对象正确落到其上,请使用运动学刚体碰撞体 (Kinematic Rigidbody Collider)。

    碰撞动作矩阵

    根据两个碰撞对象的配置,可能发生一些不同动作。下图概述了可以基于附加到其的组件 (Component) 对两个碰撞对象进行的预计。一些组合仅导致两个对象之一受碰撞影响,因此请记住标准规则 - 物理不会应用于未附加刚体 (Rigidbody) 的对象。

    进行碰撞检测并在碰撞时发送消息
      静态碰撞体 (Static Collider) 刚体碰撞体 (Rigidbody Collider) 运动学刚体碰撞体 (Kinematic Rigidbody Collider) 静态触发碰撞体 (Static Trigger Collider) 刚体触发碰撞体 (Rigidbody Trigger Collider) 运动学刚体触发碰撞体 (Kinematic Rigidbody Trigger Collider)
    静态碰撞体 (Static Collider)   Y        
    刚体碰撞体 (Rigidbody Collider) Y Y Y      
    运动学刚体碰撞体 (Kinematic Rigidbody Collider)   Y        
    静态触发碰撞体 (Static Trigger Collider)            
    刚体触发碰撞体 (Rigidbody Trigger Collider)            
    运动学刚体触发碰撞体 (Kinematic Rigidbody Trigger Collider)            
    碰撞时发送触发器 (Trigger) 消息
      静态碰撞体 (Static Collider) 刚体碰撞体 (Rigidbody Collider) 运动学刚体碰撞体 (Kinematic Rigidbody Collider) 静态触发碰撞体 (Static Trigger Collider) 刚体触发碰撞体 (Rigidbody Trigger Collider) 运动学刚体触发碰撞体 (Kinematic Rigidbody Trigger Collider)
    静态碰撞体 (Static Collider)         Y Y
    刚体碰撞体 (Rigidbody Collider)       Y Y Y
    运动学刚体碰撞体 (Kinematic Rigidbody Collider)       Y Y Y
    静态触发碰撞体 (Static Trigger Collider)   Y Y   Y Y
    刚体触发碰撞体 (Rigidbody Trigger Collider) Y Y Y Y Y Y
    运动学刚体触发碰撞体 (Kinematic Rigidbody Trigger Collider) Y Y Y Y Y Y

    基于层的碰撞检测

    在 Unity 3.x 中,我们引入了某个称为基于层的碰撞检测 (Layer-Based Collision Detection) 的功能,现在可以有选择性地告知 Unity 游戏对象 (GameObject) 与它们附加到的特定层碰撞。有关更多信息,请单击此处

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  • But atm there is no MeshCollider component on the map tiles. That's why raycasting does not work. <p><img alt="no-mesh-collider" src=...
  • unity, mesh Collider

    2015-03-23 10:09:00
    关闭mesh Renderer以便查看mesh Collider "For Unity 5, we must also select "Convex" on the Mesh Collider, in order for the Mesh Collider to work correctly with the updated Physics Engine." 如果不勾选...
  • MeshCollider编辑器工具

    2017-05-31 19:09:50
    MeshCollider编辑器工具
  • 单纯的MeshCollider只会根据mesh来生成对应的Collider,当动画发生变化之后MeshCollider读取的Mesh会不根据动画而产生变化,可以用SkinnedMeshRenderer下的BakeMesh来赋值,获取当前动画状态的Mesh,并赋予到Mesh...
  • MeshCollider双面化脚本

    2019-10-07 05:48:28
    由于MeshCollider组件可以挂载多个,所以不需要Mesh重新合并了。 除了反转法线还需要反转所有三角面的顺序 脚本如下: using System.Collections; using System.Collections.Generic; using UnityEngine; ...
  • 之前遇到一个问题要从MeshCollider背面方向发出射线,直至检测到该射线与MeshCollider的相交点为止。 后来我用双面MeshCollider的方法解决了http://www.cnblogs.com/hont/p/6628841.html 但是这样又会导致许多...
  • Unity3D中使用mesh collider和box collider的区别 踩坑过程记录。 设备是HTC的VIVE 和 Unity 5.x CPU: Intel Xeon Silver 4116 * 2 GPU: NVIDIA Quadro P6000 RAM: 64GB 这个问题是在解决项目卡顿问题的...
  • Unity使用Mesh Collider报错

    千次阅读 2018-11-26 15:35:43
    报错信息: If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody ...Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unit...
  • <p>During some projects we need to disable the mesh collider of the spatial mapping during runtime and enable it after. Example : I got an object who can move if i click on it, but when if i start my...
  • unity3d:MeshCollider单双面碰撞

    千次阅读 2018-10-12 15:33:31
    如果mesh是单面的,MeshCollider也是单面的
  • Unity3d使用MeshCollider检测区域

    万次阅读 2015-12-22 12:03:45
    很自然的想到使用模型添加meshcollider来通过碰撞检测。做几个小地图形状的meshbox,拼在一块,使用OnTriggerEnter/Stay/Exit来检测。但是首先让我们来看看meshCollider介绍。Unity3d圣典 网格碰撞器 Mesh Collider...
  • Mesh Collider Shape

    2021-01-07 12:26:46
    <p>For example a map like Outset Island from Legend of Zelda: Wind Waker HD would be impossible to accurately map collision to its geometry using any of the the provided collider shapes as there isn&#...
  • <p>I also made a small adjustment to mesh_collider.cpp, which removes an unnecessary matrix operation, as no accuracy is gained from calculating the hit distance in world coordinates - a matrix and ...
  • 一般的单片模型或凹模型 加上meshcollider后是看不到碰撞网格的 最开始的时候我是勾选convex(使用凸碰撞 ) 这样的结果是有了个大概轮廓 但是凹处都被填平了 最近看API 发现meshcollider有属性可以设置他的网格 ...
  • unity SkinnedMesh 播放动画时与MeshCollider不同步问题解决方案 unity播放形变动画时,物体包围盒与物体不同步。原因是包围盒没有更新,并且形变动画对应的MeshCollider更新的话,代价太大。所以unity虽然提供了...
  • Unity2018以后的MeshCollider(网格碰撞体) 上篇 今天在用Unity2018.4.0f1做项目时发现自己的工程报错,打开控制台一看发现了这个: 大意就是说在unity5以后的游戏对象不再支持同时捆绑有非凸面体(non-Convex)...
  • <div><p>I am working on cloth simulation using NvCloth and I found out that NvCloth Does not support the mesh collider contains more than 500 triangles: in the file CuCloth.cpp: <p>"clamp to 500 ...
  • Why the mesh has been marked as non-accessible when adding MeshCollider from assetBundle and how to solve it? ...
  • MeshCollider的那些坑

    千次阅读 2014-06-27 10:10:48
    在NGUI中添加MeshCollider后:Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually!
  • 关于Unity中的Mesh Collider碰撞器

    千次阅读 2017-08-24 23:36:00
    原来我的场景中有一个平面Plane带Mesh Collider碰撞器组件,一个主角Hero带有一个Box Collider碰撞器和有重力的Rigidbody刚体组件,主角可以放在平面上。 在导入场景后,隐藏平面Plane,给一个地板添加一个Mesh ...

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