Unity3D API整理1

本文详细介绍了Unity3D的几个核心API,包括AccelerationEvent、AnimationCurve、AnimationEvent和AnimationState,涉及关键变量、构造器、函数等。此外,还提及了Application类,提供对游戏运行时数据的访问,以及Color32和Color颜色结构体的使用。这些API是Unity3D开发中不可或缺的部分,理解它们有助于提升游戏开发效率。

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AccelerationEvent 加速度事件

AccelerationEvent.acceleration 加速度的值

AccelerationEvent.deltaTime 增量时间--------经过一段时间至最后加速度测量。

 

 

 

AnimationCurve动画曲线

An animation curve. Lets you addkeyframes and evaluate the curve at a given time.

动画曲线.让你在给定时间插入关键帧和数值的曲线.

A collection of curves form an AnimationClip.

曲线的集合组成动画剪辑(AnimationClip

Variables变量

·        keys

All keys defined in theanimation curve.

动画曲线中定义的所有键.

·        this[int index]

Retrieves the key at index(Read Only)

检索索引中的键.(只读)

·        length

The number of keys in thecurve (Read Only)

曲线中键的数量(只读)

·        preWrapMode

The behaviour of theanimation before the first keyframe

第一帧关键帧之前动画的行为

·        postWrapMode

The behaviour of theanimation after the last keyframe

最后一帧关键帧之后动画的行为

Constructors构造器

·        AnimationCurve

Creates an animation curvefrom arbitrary number of keyframes. 

根据任意数量的关键帧创建一个动画曲线.

Functions函数

·        Evaluate

Evaluate the curve at time.

曲线在某时刻的值

·        AddKey

Add a new key to the curve.

在曲线中加入一个键

·        MoveKey

Removes the keyframe at indexand inserts key.

删除索引处的关键帧并插入键

·        RemoveKey

Removes a key

删除一个键

·        SmoothTangents

Smooth the in and outtangents of the keyframe at index.

平滑索引处关键帧的切线

Class Functions类函数

·        Linear

A straight Line starting attimeStart, valueStart and ending at timeEnd, valueEnd

一条直线,开始于timeStart, valueStart 终止于 timeEnd, valueEnd

·        EaseInOut

An ease-in and out curvestarting at timeStart, valueStart and ending at timeEnd, valueEnd.

一个渐入渐出的曲线, 开始于timeStart, valueStart 终止于 timeEnd, valueEnd

 

 

 

AnimationEvent动画事件

AnimationEvent lets you call a scriptfunction similar to SendMessage as part of playing back an animation.

AnimationEvent类似于SendMessage让你调用一个脚本函数,这个脚本是动画播放的一部分

Animation events support functions thattake zero or one parameter. The parameter can be a float, a string, an objectreference, or an AnimationEvent.

动画事件支持没有或有一个参数的函数.参数可以是浮点型,字符串,引用对象或AnimationEvent

Variables变量

·        stringParameter

String parameter that isstored in the event and will be sent to the function.

字符串参数,保持在事件中并发送给函数

·        floatParameter

Float parameter that isstored in the event and will be sent to the function.

浮点型参数,保持在事件中并发送给函数

·        intParameter

int parameter that is storedin the event and will be sent to the function.

整型参数, 保持在事件中并发送给函数

·        objectReferenceParameter

Object reference parameterthat is stored in the event and will be sent to the function.

引用对象参数,保持在事件中并发送给函数

·        functionName

The name of the function thatwill be called.

欲调用的函数的名字

·        time

The time at which the eventwill be fired off.

引发该事件的时间

·        messageOptions

Function call options.

函数调用选项

·        animationState

The animation state thatfired this event (Read Only).

引发事件时的函数状态(只读)

Constructors构造器

·        AnimationEvent

Creates a new animation event

创建新的动画事件

 

 

 

 

AnimationState动画状态

Inherits fromTrackedReference

The AnimationState gives full controlover animation blending.

AnimationState完全控制动画混合。

In most cases the Animation interfaceis sufficient and easier to use. Use the AnimationState if you need fullcontrol over the animation blending any playback process.

多数情况下,Animation已经满足使用。如果你需要完全控制动画混合,可以使用AnimationState

The AnimationState interface allows youto modify speed, weight, time and layers while any animation is playing. Youcan also setup animation mixing and wrapMode.

播放动画时,AnimationState允许你修改速度,权值,时间和层。你也可以设置动画合成和wrapMode(循环模式)

The Animation

Variables变量

·        enabled

Enables / disables theanimation.

启动/禁止动画

·        weight

The weight of animation

动画的权重。

·        wrapMode

Wrapping mode of theanimation.

动画的循环模式

·        time

The current time of theanimation

动画当前时间

·        normalizedTime

The normalized time of theanimation.

动画当前规范化时间

·        speed

The playback speed of theanimation. 1 is normal playback speed.

动画的播放速度。1为正常速度。

·        normalizedSpeed

The normalized playback speed.

规范化播放速度。

·        length

The length of the animationclip in seconds.

动画剪辑的长度,单位是秒。

·        layer

The layer of the animation.When calculating the final blend weights, animations in higher layers will gettheir weights

动画层。计算混合权值时,较高层将优先获取权值。

·        clip

The clip that is being playedby this animation state.

此动画状态播放的剪辑。

·        name

The name of the animation

动画的名字

·        blendMode

Which blend mode should beused?

使用哪种混合模式?

Functions函数

·        AddMixingTransform

Adds a transform which shouldbe animated. This allows you to reduce the number of animations you have tocreate.

加入一个动画变换。这使你减少创建动画的工作量。

·        RemoveMixingTransform

Removes a transform whichshould be animated.

删除应该是动画的变换。

 

 

Application应用程序

Access to application run-time data.

访问应用程序的运行时数据。

This class contains static methods forlooking up information about and controlling the run-time data.

这个类包含静态方法,来查找相关信息并控制运行时数据。

Class Variables类变量

·        loadedLevel

The level index that was lastloaded (Read Only).

最后加载的关卡索引(只读)

·        loadedLevelName

The name of the level thatwas last loaded (Read Only).

最后加载的关卡的名字。

·        isLoadingLevel

Is some level being loaded?(Read Only)

是否有一些关卡正在读取(只读)

·        levelCount

The total number of levelsavailable (Read Only).

可用的关卡总数。(只读)

·        streamedBytes

How many bytes have wedownloaded from the main unity web stream (Read Only).

我们从主Unity网页流中下载了多少字节(只读)。

·        isPlaying

Returns true when in any kindof player (Read Only).

当在任何种类的播放器时,返回真(只读)。

·        isEditor

Are we running inside theUnity editor? (Read Only)

是在Unity编辑器内运行?

·        isWebPlayer

Are we running inside a webplayer? (Read Only)

是否在一个网络播放器中运行?(只读)

·        platform

Returns the platform the gameis running (Read Only).

返回游戏运行的平台(只读)。

·        runInBackground

Should the player be runningwhen the application is in the background?

应用程序在后台时是否应该被运行?

·        dataPath

Contains the path to the gamedata folder (Read Only).

包含游戏数据文件夹的路径(只读)。

·        persistentDataPath

Contains the path to apersistent data directory (Read Only).

包含一个持久数据目录的路径(只读)。

·        temporaryCachePath

Contains the path to atemporary data / cache directory (Read Only).

包含一个临时数据/缓存目录的路径(只读)。

·        srcValue

The path to the web playerdata file relative to the html file (Read Only).

相对于html文件的web播放器数据文件的路径(只读)。

·        absoluteURL

The absolute path to the webplayer data file (Read Only).

web播放器数据文件夹的绝对路径(只读)。

·        unityVersion

The version of the Unityruntime used to play the content.

用于播放内容的Unity运行时版本。

·        webSecurityEnabled

Indicates whether Unity'swebplayer security model is enabled.

指示是否webplayer的安全模式是否被启用。

·        targetFrameRate

Instructs game to try torender at a specified frame rate.

命令游戏尝试以一个特定的帧率渲染。

·        systemLanguage

The language the user'soperating system is running in.

用户操作系统正在运行的语言

·        backgroundLoadingPriority

Priority of backgroundloading thread.

后台装载线程优先级

·        internetReachability

Returns internet reachabilitystatus.

返回网络可达性状态。

Class Functions类函数

·        Quit

Quits the player application.Quit is ignored in the editor or the web player.

退出应用程序。在编辑器或者web播放器中退出被忽略。

·        CancelQuit

Cancels quitting theapplication. This is useful for showing a splash screen at the end of a game.

取消退出。这可以用来在退出游戏的时候显示一个退出画面。

·        LoadLevel

Loads the level.

加载关卡,也就是加载一个新的场景。

·        LoadLevelAsync

Loads the levelasynchronously in the background.

在后台异步加载关卡,也就是说,在后台非同步加载新的场景。

·        LoadLevelAdditiveAsync

Loads the level additivelyand asynchronously in the background.

在后台异步累加关卡,也就是说在后台非同步加载新的场景,但当前的场景不会被销毁。

·        LoadLevelAdditive

Loads a level additively.

累加一个关卡,也就是说,加载一个新的场景,当前场景不会被销毁。

·        GetStreamProgressForLevel

How far has the download progressed?[0...1]

下载的进度是多少?

·        CanStreamedLevelBeLoaded

Can the streamed level beloaded?

能流模式加载的关卡是否被加载?

·        CaptureScreenshot

Captures a screenshot at pathfilename as a PNG file.

捕捉屏幕作为一个PNG文件保存在路径filename。简单来说就是截屏

·        ExternalCall

Calls a function in thecontaining web page (Web Player only).

调用一个包含在网页中的函数(只用于WebPlayer)。

·        ExternalEval

Evaluates script snippet inthe containing web page (Web Player only).

调用包含在网页中的片段脚本函数(只用于WebPlayer)。

·        OpenURL

Opens the url in a browser.

在浏览器中打开url

·        RegisterLogCallback

Register a delegate to becalled on log messages.

在一个日志信息上注册一个委托来被调用。

·        RegisterLogCallbackThreaded

Register a delegate to becalled on log messages.

在一个日志信息上注册一个委托来被调用。

Delegates委托

·        LogCallback

Use this delegate type withRegisterLogCallback to monitor what gets logged.

RegisterLogCallback来使用这个委托类型,去监控什么得到记录了

 

 

 

 

AudioSettings音频设置

Controls the global audio settings fromscript.

从脚本控制全局音频设置。

Setup speaker output and format.

设置扬声器输出和格式。

Class Variables类变量

·        driverCaps

Returns the speaker modecapability of the current audio driver. (Read Only)

返回当前音频驱动程序的扬声器功能模式。(只读)

·        speakerMode

Sets or gets the currentspeaker mode. Default is 2 channel stereo.

设置或获取当前扬声器的模式。默认为2声道立体声。

 

 

 

 

BitStream比特流

The BitStream class represents seralizedvariables, packed into a stream.

比特流类代表被封装成流的序列化的变量。

Data can be serialized, transmitted, andthen received by remote clients by using this class. See the Network Viewcomponent reference page for general information on network synchronization andthe Network.OnSerializeNetworkView function for more information.

数据可以被序列化、传输,然后被远程客户端用这个类接受。参见帮助手册Network View component reference 页面获得网络同步的一般信息,参见Network.OnSerializeNetworkView函数获得更多的信息。

Variables变量

·        isReading

Is the BitStream currentlybeing read? (Read Only)

比特流是否正在被读取?(只读)

·        isWriting

Is the BitStream currentlybeing written? (Read Only)

比特流是否正在被写入?(只读)

Functions函数

·        Serialize

Serializes different types ofvariables.

序列化不同类型的变量。

 

BoneWeight骨骼权重

Struct

Skinning bone weights of a vertex in themesh.

网格中一个顶点的蒙皮骨骼权重。

Each vertex is skinned with up to fourbones. All weights should sum up to one. Weights and bone indices should bedefined in the order of decreasing weight. If a vertex is affected by less thanfour bones, the remaining weights should be zeroes.

每一个被蒙皮的点最多有4个骨骼。所有权重的和应该为1。权重和骨骼索引应该以权重递减的顺序定义。如果一个顶点被少于四个骨骼影响,剩下的权重应该为0

参考:Mesh.boneWeights 变量.

Variables变量

·        weight0

Skinning weight for firstbone.

第一个骨骼的蒙皮权重。

·        weight1

Skinning weight for secondbone.

第二个骨骼的蒙皮权重。

·        weight2

Skinning weight for thirdbone.

第三个骨骼的蒙皮权重

·        weight3

Skinning weight for fourthbone.

第四个骨骼的蒙皮权重

·        boneIndex0

Index of first bone.

第一个骨骼的索引

·        boneIndex1

Index of second bone.

第二个骨骼的索引

·        boneIndex2

Index of third bone.

第三个骨骼的索引

·        boneIndex3

Index of fourth bone.

第四个骨骼的索引

 

 

 

 

Bounds 边界框

Struct

Represents an axis aligned bounding box.

表示一个轴对齐边界框。

An axis-aligned bounding box, or AABB forshort, is a box aligned with coordinate axes and fully enclosing some object.Because the box is never rotated with respect to the axes, it can be defined byjust its center and extents, or alternatively by min and max points.

一个轴对齐边界框,或AABB的简称,是一个坐标轴对齐的盒子并完全包围某些物体。由于这个盒子不会相对于轴旋转,它只可以通过centerextents定义,或者由minmax点定义。

边界框用于Collider.boundsMesh.boundsRenderer.bounds.

Variables变量

·        center

The center of the boundingbox.

边界框的中心。

·        size

The total size of the box.This is always twice as large as the extents.

包围和的总大小。这个总是extents的两倍大。

·        extents

The extents of the box. Thisis always half of the size.

边界框的广度。这个总是size的一半。

·        min

The minimal point of the box.This is always equal to center-extents.

边界框的最小点,这个总是等于center-extents

·        max

The maximal point of the box.This is always equal to center+extents.

边界框的最大点,这个总是等于center + extents

Constructors构造器

·        Bounds

Creates new Bounds with agiven center and total size. Bound extents will be half the given size.

用给定的中心和总大小,创建一个新的边界框。边界框extents将是给定size的一半。

Functions函数

·        SetMinMax

Sets the bounds to the minand max value of the box.

设置边界框的最小和最大值。

·        Encapsulate

Grows the Bounds to includethe point.

增大边界框以包含这个点。

·        Expand

Expand the bounds byincreasing its size by amount along each side.

通过增加amount的大小沿着每条边扩大边界框。

·        Intersects

Does another bounding boxintersect with this bounding box?

这个边界框是否和另一个边界框相交?

·        Contains

Is point contained in thebounding box?

这个点包含在包含盒中么?

·        SqrDistance

The smallest squared distancebetween the point and this bounding box.

点和这个边界框之间的最小平方距离。

·        IntersectRay

Does ray intersect thisbounding box?

射线与这个边界框相交么?

·        ToString

Returns a nicely formattedstring for the bounds.

返回边界框格式化好的字符串。

 

 

 

Caching缓存

The Caching class lets you manage cachedAssetBundles, downloaded using WWW.LoadFromCacheOrDownload.

Caching类让你管理资源包缓存,下载使用WWW.LoadFromCacheOrDownload

Class Variables类变量

·        spaceFree

Available disk space inbytes.

可用的磁盘空间,以bytes(字节)为单位。

·        spaceOccupied

Used disk space in bytes.

已经使用的磁盘空间,以bytes(字节)为单位。

·        maximumAvailableDiskSpace

The total number of bytesthat can potentially be allocated for caching.

可能会被用于缓存,分配的字节总数。

·        expirationDelay

截止延迟

·        enabled

Is caching enabled?

缓存是否启用?

·        ready

 准备

Class Functions类函数

·        Authorize

Authorize this unity contentto use caching.

授权这个Unity内容使用缓存。

·        CleanCache

Delete the cache folderassociated with this content.

删除这个内容相关的缓存文件夹。

·        IsVersionCached

Checks if an AssetBundle iscached.

检查,如果一个资源包被缓存。

·        MarkAsUsed

Bumps the timestamp of acached file to be the current time.

标记一个缓存文件到当前的时间。

 

 

 

ClothSkinningCoefficient布料蒙皮系数

Struct

The ClothSkinningCoefficient struct isused to set up how a SkinnedCloth componentis allowed to move with respect to the SkinnedMeshRenderer it is attached to.

ClothSkinningCoefficient结构用于设置SkinnedCloth组件允许如何移动,有关SkinnedMeshRenderer是附加的。

This is set using the SkinnedCloth.coefficients property on the SkinnedClothcomponent, which is a per-vertex array of ClothSkinningCoefficient structs.Typically, you will not set these values from code, but instead, set them up inthe editor which shows up when you look at the SkinnedCloth component in theinspector.

这是在SkinnedCloth组件设置使用SkinnedCloth.coefficients属性,这是一个ClothSkinningCoefficient结构的每个顶点数组。通常情况下,你不会从代码中设置这些值,但相反,当你在检视面板看SkinnedCloth组件显示出来时,在编辑器设置它们。

Variables变量

·        maxDistance

Distance a vertex is allowedto travel from the skinned mesh vertex position.

一个点是允许从蒙皮网格点位置运动的距离。

·        maxDistanceBias

Distorts the sphere definedby the maxDistance based on skinned mesh normals.

通过基于蒙皮网格法线的最大距离,变形定义的球体。

·        collisionSphereRadius

Definition of a sphere avertex is not allowed to enter. This allows collision against the animatedcloth.

定义一个球体的一个顶点不允许进入。这允许反向碰撞动画布料。

·        collisionSphereDistance

Definition of a sphere avertex is not allowed to enter. This allows collision against the animated cloth.

定义一个球体的一个顶点不允许进入。这允许反向碰撞动画布料。

 

 

Collision碰撞

Describes collision.

描述碰撞。

Collision information is passed to Collider.OnCollisionEnterCollider.OnCollisionStay and Collider.OnCollisionExit events.

碰撞(Collision)信息是传递到Collider.OnCollisionEnter Collider.OnCollisionStay  Collider.OnCollisionExit事件。

参见ContactPoint.

Variables变量

·        relativeVelocity

The relative linear velocityof the two colling objects (Read Only).

两个碰撞物体的相对线性速度(只读)。

·        rigidbody

The Rigidbody we hit (ReadOnly). This is null if the object we hit is a collider with no rigidbodyattached.

我们碰撞的刚体(只读)。如果我们碰撞的物体是一个没有附加刚体的碰撞器,返回null

·        collider

The Collider we hit (ReadOnly).

我们碰撞的碰撞器(只读)。

·        transform

The Transform of the objectwe hit (Read Only).

我们碰撞的物体的Transform(只读)。 

·        gameObject

/gameObject/ is the object weare colliding with. (Read Only).

gameObject是我们碰撞的物体(只读)。

·        contacts

The contact points generatedby the physics engine.

接触点由物理引擎产生。

 

 

 

 

 

 

 

Color3232位颜色

Struct

Representation of RGBA colors in 32 bit format

表示32位格式RGBA颜色。

Each color component is a byte value with a range from 0 to 255.

每个颜色组件的字节值范围从0255

Components (r,g,b) define a color in RGB color space. Alphacomponent (a) defines transparency - alpha of 255 iscompletely opaque, alpha of zero is completely transparent.

组件(r,g,b) RGB颜色空间内定义一个颜色。 Alpha组件(a) 定义透明度 — alpha 值是 255 是完全不透明,alpha值是0表示完全透明。

Variables变量

·        r

Red component of the color.

颜色中的红色组件。

·        g

Green component of the color.

颜色中的绿色组件。

·        b

Blue component of the color.

颜色中的蓝色组件。

·        a

Alpha component of the color.

颜色中的Alpha组件。

Constructors构造器

·        Color32

Constructs a new Color withgiven r, g, b, a components.

用给定的r,g,b,a组件构造一个新的颜色。

Functions函数

·        ToString

Returns a nicely formattedstring of this color.

返回该颜色一个格式化好的字符串。

Class Functions类函数

·        operator Color32

Color32 can be implicitlyconverted to and from Color.

·        operator Color

Color32 can be implicitlyconverted to and from Color.

·        Lerp

Interpolates between colors aand b by t.

 

 

 

Color 颜色

Struct

Representation of RGBA colors.

RGBA代表的颜色。

This structure is used throughout Unity to pass colors around.Each color component is a floating point value with a range from 0 to 1. 

这个结构被用来在整个Unity中传递颜色。每个颜色的组件是一个范围从01之间的浮点型值

Components (r,g,b) define a color in RGB color space. Alpha component (a)defines transparency - alpha of one is completely opaque, alpha of zero iscompletely transparent.

组件(r,g,b) RGB颜色空间内定义一个颜色。 Alpha组件(a) 定义透明度 — alpha 值是 1 是完全不透明,alpha 值是 0 是完全透明。

Variables变量

·        r

Red component of the color.

颜色中的红色组件。

·        g

Green component of the color.

颜色中的绿色组件。

·        b

Blue component of the color.

颜色中的蓝色组件。

·        a

Alpha component of the color.

颜色中的Alpha组件。

·        grayscale

The grayscale value of thecolor (Read Only)

颜色的灰度值(只读)

·        this [int index]

Access the r, g, b,acomponents using [0], [1], [2], [3] respectively.

分别用[0],[1],[2],[3]访问r,g,b,a组件。

Constructors构造器

·        Color

Constructs a new Color withgiven r,g,b,a components.

用给定的r,g,b,a组件构造一个新的颜色。

Functions函数

·        ToString

Returns a nicely formattedstring of this color.

返回该颜色一个格式化好的字符串。

Class Variables类变量

·        red

Solid red. RGBA is (1, 0, 0,1).

纯红色。 RGBA (1, 0, 0, 1)

·        green

Solid green. RGBA is (0, 1,0, 1).

纯绿色。 RGBA (0, 1, 0, 1)

·        blue

Solid blue. RGBA is (0, 0, 1,1).

纯蓝色。RGBA (0, 1, 0, 1)

·        white

Solid white. RGBA is (1, 1,1, 1).

纯白色。 RGBA (1, 1, 1, 1)

·        black

Solid black. RGBA is (0, 0,0, 1).

纯黑色。RGBA (0, 0, 0, 1)

·        yellow

Yellow. RGBA is weird (1,235/255, 4/255, 1), but the color is nice to look at!

黄色。 RGBA 是怪异的 (1, 235/255, 4/255, 1) 但是颜色看起来漂亮!

·        cyan

Cyan. RGBA is (0, 1, 1, 1).

青色 RGBA (0, 1, 1, 1)

·        magenta

Magenta. RGBA is (1, 0, 1,1).

紫红色。 RGBA (1, 0, 1, 1)

·        gray

Gray. RGBA is (0.5, 0.5, 0.5,1).

灰色。 RGBA (0.5, 0.5, 0.5, 1)

·        grey

English spelling for gray.RGBA is the same (0.5, 0.5, 0.5, 1).

英语的另一个写法,grey=gray,灰色。 RGBA (0.5, 0.5, 0.5, 1)

·        clear

Completely transparent. RGBAis (0, 0, 0, 0).

完全透明。RGBA (0, 0, 0, 0)

Class Functions类函数

·        operator +

Adds two colors together.Each component is added separately.

两个颜色相加,每个组件被分别相加。

·        operator -

Subtracts color b from colora. Each component is subtracted separately.

颜色a减去颜色b,每个组件分别相减。

·        operator *

Multiplies two colorstogether. Each component is multiplied separately.

两个颜色相乘,每个组件分别相乘。

·        operator /

Divides color a by the floatb. Each color component is scaled separately.

颜色a除以浮点数b,每个颜色组件分别相除。

·        Lerp

Interpolates between colors aand b by t.

通过t在颜色ab之间插值。

·        operator Vector4

Colors can be implicitlyconverted to and from Vector4.

颜色能被隐式转换到Vector4,也能由Vector4转回颜色。

·        operator Color

Colors can be implicitlyconverted to and from Vector4.

颜色能被隐式转换到Vector4,也能由Vector4转回颜色。

 

 

 

CombineInstance合并实例

Struct

Struct used to describe meshes to be combined using Mesh.CombineMeshes.

用来描绘网格合并的结构,使用Mesh.CombineMeshes

Variables变量

·        mesh

Mesh to combine

网格合并

·        subMeshIndex

Submesh index of the mesh

网格的子网格索引。

·        transform

Matrix to transform the meshwith before combining

合并之前,网格变换的矩阵。

 

 

 

ContactPoint接触点

Struct

Describes a contact point where the collision occurs.

描述碰撞发生那里的一个接触点。

Contact points are stored in Collision structure.

接触点是储存在Collision碰撞结构。

参考:CollisionCollider.OnCollisionEnterCollider.OnCollisionStayCollider.OnCollisionExit.

Variables变量

·        point

The point of contact.

接触的点。

·        normal

Normal of the contact point.

接触点的法线

·        thisCollider

The first collider incontact.

第一个接触的碰撞器

·        otherCollider

The other collider incontact.

接触的其他碰撞器

 

 

 

 

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