unity3d - 拾取的物体移动时晃动

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)。

选项 1:固定接头

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>();
}

选项 2:将定位代码移动到更新

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;
    }
}

选项 3:应用约束

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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