我有一个 GameObject
放置在相机前面,所以每当玩家拿起一个对象时,它就会被放置在 GameObejct
的位置。但是每当我在捡起一个物体时移动,物体就会摇晃。我该如何防止这种情况发生?
private void FixedUpdate()
{
if (currentlyPickedUpObject != null)
{
currentDist = Vector3.Distance(PickupParent.position, pickupRB.position);
currentSpeed = Mathf.SmoothStep(minSpeed, maxSpeed, currentDist / maxDistance);
currentSpeed *= Time.fixedDeltaTime;
pickupRB.transform.position = PickupParent.position;
Vector3 direction = PickupParent.position - pickupRB.position;
pickupRB.velocity = direction.normalized * currentSpeed;
}
}
if (PickingUp)
{
if (currentlyPickedUpObject == null)
{
if (lookObject != null)
{
PickupObject();
if (lookObject.CompareTag("TargetObj") && !targetObjectsList.Contains(lookObject.gameObject))
{
if (aSource)
{
aSource.Play();
}
targetObjectsList.Add(lookObject.gameObject);
if (targetObjectsList.Count == targetObjects.Length)
{
winUI.SetActive(true);
Time.timeScale = 0f;
//SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
//Time.timeScale = 1f;
}
}
}
}
else
{
// pickupRB.transform.position = PickupParent.position;
BreakConnection();
HoldingItemIcon.SetActive(false);
InteractIcon.SetActive(false);
}
}
PickingUp = false;
public void BreakConnection()
{
pickupRB.constraints = RigidbodyConstraints.None;
currentlyPickedUpObject = null;
lookObject = null;
physicsObject.pickedUp = false;
currentDist = 0;
pickupRB.useGravity = true;
}
public void PickupObject()
{
physicsObject = lookObject.GetComponentInChildren<PhysicsObjects>();
currentlyPickedUpObject = lookObject;
pickupRB = currentlyPickedUpObject.GetComponent<Rigidbody>();
pickupRB.constraints = RigidbodyConstraints.FreezeRotation;
physicsObject.playerInteractions = this;
pickupRB.isKinematic = true;
// pickupRB.transform.position = PickupParent.position;
pickupRB.transform.parent = PickupParent.transform;
//StartCoroutine(physicsObject.PickUp());
}
这是可拾取对象的检查器:
这里是附加到可拾取对象的代码:
public class PhysicsObjects : MonoBehaviour
{
public float waitOnPickup = 0.1f;
public float breakForce = 35f;
[HideInInspector] public bool pickedUp = false;
[HideInInspector] public ThePlayerInteractions playerInteractions;
private void OnCollisionEnter(Collision collision)
{
if (pickedUp)
{
if (collision.relativeVelocity.magnitude > breakForce)
{
playerInteractions.BreakConnection();
}
}
}
//this is used to prevent the connection from breaking when you just picked up the object as it sometimes fires a collision with the ground or whatever it is touching
public IEnumerator PickUp()
{
yield return new WaitForSecondsRealtime(waitOnPickup);
pickedUp = true;
}
}
除了摇晃之外,拾取的物体由于某种原因失去了碰撞器,它们会穿过它们碰到的任何物体。持有元素时避免这些问题的最佳方法是什么?
最佳答案
:编辑:
似乎存在三个可行的选项,所以我将介绍这些选项,然后您可以选择最适合您的选项。归根结底,我仍然认为这里的根本原因是您试图与物理对象 (Rigidbody
) 交互,同时使 Unity 能够与物理对象交互。解决这一切的方法都围绕禁用 Unity 与其交互的能力(修复约束),或删除您的交互(添加 FixedJoint),或尝试不同时与它交互(将您的交互移动到更新)。
无需执行更新位置和速度的步骤,只需添加一个FixedJoint
,然后在下降时移除该关节:
private FixedJoint fixedJoint;
public void BreakConnection()
{
Destroy(fixedJoint);
}
public void PickupObject()
{
fixedJoint = gameObject.AddComponent<FixedJoint>();
fixedJoint.connectedBody = currentlyPickedUpObject.GetComponent<Rigidbody>();
}
如果您在 Update()
而不是 FixedUpdate()
中执行此操作,那么这似乎也消除了抖动,但您可能无法获得你想要的物理交互,所以在提交之前一定要测试一下:
private void Update()
{
fixedJoint.connectedBody
if (PickupParent != null)
{
currentDist = Vector3.Distance(PickupParent.position, pickupRB.position);
currentSpeed = Mathf.SmoothStep(minSpeed, maxSpeed, currentDist / maxDistance);
currentSpeed *= Time.fixedDeltaTime;
pickupRB.transform.position = PickupParent.position;
Vector3 direction = PickupParent.position - pickupRB.position;
pickupRB.velocity = direction.normalized * currentSpeed;
}
}
这将需要您继续进行更新(您可以通过在上面的选项 1 中添加 FixedJoint
来避免这种情况)但不会创建关节,因此它会保留 pickupParent
单独。添加一个 FixedJoint
会将拾取器和父级链接在一起,如果/当拾取器与某物发生碰撞时,这可能会导致父级返回。
您可以只使用全/无约束选项,或者您可以缓存现有约束并在中断时重置它们。我将在此处包括该选项,因为它(稍微)涉及更多。
private RigidbodyConstraints priorConstraints; // <--- NEW
public void BreakConnection()
{
pickupRB.constraints = priorConstraints; // <--- NEW
currentlyPickedUpObject = null;
lookObject = null;
physicsObject.pickedUp = false;
currentDist = 0;
pickupRB.useGravity = true;
}
public void PickupObject()
{
physicsObject = lookObject.GetComponentInChildren<PhysicsObjects>();
currentlyPickedUpObject = lookObject;
pickupRB = currentlyPickedUpObject.GetComponent<Rigidbody>();
priorConstraints = pickupRB.constraints; // <--- NEW
pickupRB.constraints = RigidbodyConstraints.FreezeAll; // <--- NEW
physicsObject.playerInteractions = this;
pickupRB.isKinematic = true;
// pickupRB.transform.position = PickupParent.position;
pickupRB.transform.parent = PickupParent.transform;
//StartCoroutine(physicsObject.PickUp());
}
:原帖:
我仍然认为您有问题,因为您试图通过设置位置和速度来手动覆盖物理系统。尝试在拿起刚体时禁用刚体并将其添加为 PickupParent 的子对象。您将保留存在的任何碰撞器,只要 PickupParent 本身有一个 ribidbody,那么这是一种有效的方法,因为刚体使用所有子游戏对象上所有碰撞器的总和。
你应该只有一个对象树上的刚体,它应该在根级别,所以我假设你的拾取项目都是没有 parent 的根对象。
既然你把它们附加到你身上,那么在 FixedUpdate 中真的没有什么可做的了:
private void FixedUpdate()
{
if (currentlyPickedUpObject != null)
{
//currentDist = Vector3.Distance(PickupParent.position, pickupRB.position);
//currentSpeed = Mathf.SmoothStep(minSpeed, maxSpeed, currentDist / maxDistance);
//currentSpeed *= Time.fixedDeltaTime;
//pickupRB.transform.position = PickupParent.position;
//Vector3 direction = PickupParent.position - pickupRB.position;
//pickupRB.velocity = direction.normalized * currentSpeed;
}
}
您没有提供拾取代码,但我相信您可以通过将 isKinematic 设置为 true 来有效地禁用刚体而不删除它,因此更改其父级并在拾取时设置它,然后删除父级并清除 BreakConnection 上的 isKinematic。
void PickupObject()
{
pickupRb.isKinematic = true;
pickupRb.transform.parent = pickupParent.transform;
// other stuff to do here
}
void BreakConnection()
{
pickupRb.isKinematic = false;
pickupRb.transform.parent = null;
// other stuff to do here
}
如果您仍然存在抖动,那么另一件事就是检查 pickupParent 上的插值设置,因为这是您捕捉到的对象(此处和您的原始代码中)。
https://stackoverflow.com/questions/72441202/
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