Physics 2D Manager
2D物理学管理器
The Physics Manager lets you provide global settings for 2D physics (menu: Edit > Project Settings > Physics 2D). There is also a corresponding manager for 3D physics, described here.
2D物理学管理器提供了你对2D物理学的全局设置(菜单:编辑>项目设置>2D物理学).本手册也提供了对3D物理学管理器的介绍.
Properties
属性
Property: | Function: |
Gravity 引力 | The amount of gravity applied to all Rigidbody2D objects. Generally, gravity is only set for the negative direction of the Y-axis. 提供给所有2D刚体的引力.通常,引力只是在y轴设置一个负值. |
Default Material 默认材质 | The default Physics Material 2D that will be used if none has been assigned to an individual collider. 默认2D物理材质,如果一个碰撞器没有单独设置将使用它. |
Velocity Iterations 速度迭代 | The number of iterations made by the physics engine to resolve velocity effects. Higher numbers result in more accurate physics but at the cost of CPU time. 物理引擎生成的迭代次数以决定速度效果.高次数导致更精确的物理学但以cpu时间为代价. |
Position Iterations 位置迭代 | The number of iterations made by the physics engine to resolve position changes. Higher numbers result in more accurate physics but at the cost of CPU time. 物理引擎生成的迭代次数以确定位置改变.高次数导致更精确的物理学但以cpu时间为代价. |
Velocity Threshold 速度临界值 | Collisions with a relative velocity lower than this value will be treated as inelastic collisions (ie, the colliding objects will not bounce off each other). 相对速度低于此值的碰撞将被认为是非弹性碰撞(比如,碰撞对象将不会彼此弹开). |
Max Linear Correction 最大线性修正 | The maximum linear position correction used when solving constraints (range, 0.0001 to 1000000). This helps to prevent overshoot. 当解决约束时最大线性位置修正被使用(范围0.0001到1000000).这有助于避免越过头. |
Max Angular Correction 最大角度修正 | The maximum angular correction used when solving constraints (range, 0.0001 to 1000000). This helps to prevent overshoot. 当解决约束时最大角度修正会被使用(范围同上).帮助避免越位. |
Max Translation Speed 最大平移速度 | The maximum linear speed of a rigidbody object during any physics update. 一个刚体在任何物理学修正期间的最大线性速度. |
Max Rotation Speed 最大旋转速度 | The maximum linear speed of a rigidbody object during any physics update. 一个刚体对象在任何物理学修正期间的最大线性速度. |
Min Penetration For Penalty 最小穿透补偿 | The minimum contact penetration radius allowed before any separation impulse force is applied. 最小接触穿透半径可在任何冲击力穿透前应用. |
Baumgarte Scale 鲍姆加特缩放 | Scale factor that determines how fast collision overlaps are resolved. 缩放因子,确定碰撞重叠多快解决. |
Baumgarte Time of Impact Scale 鲍姆加特影响缩放时间 | Scale factor that determines how fast time-of-impact overlaps are resolved. 缩放因子,确定重叠影响时间多快解决. |
Time to Sleep 休眠时间 | The time (in seconds) that must pass after a rigidbody stops moving before it goes to sleep. 时间(以秒为单位)必须在刚体移动停止后才进入休眠. |
Linear Sleep Tolerance 线性休眠公差 | The linear speed below which a rigidbody will go to sleep after the “time to sleep” elapses. 线性速度低于一个刚体将进入休眠的速度,之后时间也进入休眠. |
Angular Sleep Tolerance 角度休眠公差 | The rotational speed below which a rigidbody will go to sleep after the “time to sleep” elapses. 旋转速度低于一个刚体将进入休眠的速度,之后时间也进入休眠. |
Queries Hit Triggers 检索命中触发器 | Should any physics queries (Linecasts, Raycasts, etc) that intersect with a Collider marked as a Trigger return a hit? Check the box for yes, leave it unchecked for these queries to not return a hit. 是否任何物理学检索(线性投射,光线投射等)相交于一个碰撞器标记为一个触发器一次命中?勾选为是,不勾选这些检索将不返回一次命中. |
Queries Start In Colliders 碰撞器启动检索 | Will any physics queries (Linecasts, Raycasts, etc) that start inside a collider detect the collider they start in? Check the box for yes. 是否在碰撞器启动时内部启动一个碰撞器查看任何物理检索(线性投射,光线投射等)?勾选为是. |
Change Stops Callbacks 改变站点回调 | Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted or moved. 如果任何对象包含的碰撞已被删除或移除,是否立即停止报告碰撞回调. |
Layer Collision Matrix 碰撞矩阵层 | Defines how the layer-based collision detection system will behave. 定义基于层的碰撞检测系统将如何表现. |
Details
细节
The settings of the physics manager define limits on the accuracy of the physical simulation. Generally speaking, a more accurate simulation requires more processing overhead, so these settings offer a way to trade off accuracy against performance. See the Physics section of the manual for further information.
物理管理器设置定义了物理学模拟的精确度.通常来说,一个更精确的模拟需要更多的处理,所以这些设置提供了平衡精确度与性能的方法.参考”物理学”部分获取详细信息.