原文在這:http://unity3d.com/support/documentation/Components/class-WorldParticleCollider.html
Particle Collider(粒子碰撞)
The World Particle Collider is used to collide particles against other Colliders in the scene.
世界粒子碰撞是在場景使用碰撞粒子抵抗其他的碰撞物。

A Particle System colliding with a Mesh Collider
Properties(屬性)
Bounce Factor | Particles can be accelerated or slowed down when they collide against other objects. This factor is similar to the Particle Animator's Damping property. |
反彈因素 | 粒子可以加速或放慢當他們與其他物體相撞。這個因素是類似於粒子動畫的阻尼特性。 |
Collision Energy Loss | Amount of energy (in seconds) a particle should lose when colliding. If the energy goes below 0, the particle is killed. |
碰撞能量耗損 | 當碰撞時ㄧ個粒子的能源量將損失 假如能量低於0,粒子將消滅。 |
Min Kill Velocity | If a particle's Velocity drops below Min Kill Velocity because of a collision, it will be eliminated. |
最小消滅速率 | 假如一個粒子的速率由於碰撞而低於Min Kill Velocity的速率,他將被消滅。 |
Collides with | Which Layers the particle will collide against. |
與碰撞 | 粒子將碰撞針對哪層 |
Send Collision Message | If enabled, every particle sends out a collision message that you can catch through scripting. |
傳送碰撞信息 | 假如啟動,每個例子發送ㄧ個碰撞信息,你可以通過腳本獲取。 |
Details(細節)
To create a Particle System with Particle Collider:
建立一個例子系統和粒子碰撞
- Create a Particle System using GameObject->Create Other->Particle System
建立一個例子系統使用GameObject->Create Other->Particle System - Add the Particle Collider using Component->Particles->World Particle Collider
增加一個例子碰撞使用Component->Particles->World Particle Collider
Messaging(信息)
If Send Collision Message is enabled, any particles that are in a collision will send the message OnParticleCollision() to both the particle's GameObject and the GameObject the particle collided with.
假如Send Collision Message是啟動的,任何粒子碰撞將傳送信息OnParticleCollision()到粒子的遊戲物件以及包含粒子碰撞的遊戲物件兩者。
Hints(要點)
- Send Collision Message can be used to simulate bullets and apply damage on impact.
傳送碰撞信息可以使用在模擬子彈以及應用在衝擊的損毀上。 - Particle Collision Detection is slow when used with a lot of particles. Use Particle Collision Detection wisely.
當使用很多的粒子時發現粒子碰撞是緩慢的。明智的使用使用粒子碰撞檢測。 - Message sending introduces a large overhead and shouldn't be used for normal Particle Systems.
信息傳送採用大量的開銷而不該使用在正常的粒子系統。
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