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2d aim game
2d aim game




The Frequency sets how quickly the Rigidbody object oscillates either side of the distance you have specified. The Damping Ratio sets how quickly the Rigidbody object stops moving. When the spring applies its force between the Rigidbody object and target, it tends to overshoot the distance you have set between them, and then rebound repeatedly, giving in a continuous oscillation. Set a low Damping Ratio = a moving spring. To simulate a looser and more freely moving spring, you would use the following settings: Set a high (1 is the highest) Damping Ratio = a barely moving spring. Set a high (1,000,000 is the highest) Frequency = a stiff spring. For example, to set a stiff and barely moving spring: You can set the spring’s stiffness and movement by adjusting its settings. The joint applies linear force to the Rigidbody object, it does not apply torque (angular force). The aim of this joint is to keep zero linear distance between two points: An anchor point on a Rigidbody object and a world space position, called the “ Target”. Use this joint to connect a Rigidbody GameObject to a point in space. The default value is set to Infinity, which can never be exceeded and therefore the Break Action can never be taken while the threshold remains at this value. Set the force threshold which if exceeded, will cause the joint to perform the selected Break Action. Set the action taken when either the force or torque threshold is exceeded.

2d aim game

Note: Setting Frequency to zero will create the stiffest spring type joint possible. In the range 0 to 1,000,000 - the higher the value, the stiffer the spring. Set the frequency at which the spring oscillates while the GameObjects are approaching the separation distance you want (measured in cycles per second). In the range 0 to 1, the higher the value, the less movement. Set the degree to suppress spring oscillation. A higher damping ratio means the spring will come to rest faster. The higher the value, the higher the maximum force.ĭamping Ratio A joint setting to control spring oscillation. Set the force that the joint can apply when attempting to move the object to the target position A joint property to set the target position that the joint’s drive force should move it to. Note: When this option is enabled, the target changes as you move the GameObject but the target will not change if the option is not enabled. More info See in Glossary.ĭefine where (in terms of x, y-coordinates in world space) the other end of the joint attempts to move.Įnable this property to automatically set the other end of the joint to the current position of the GameObject.

2d aim game

A GameObject’s functionality is defined by the Components attached to it. Propertyĭefine where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to this GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. This behaves in a similar way to a spring type joint. More info See in Glossary object as other joints do. More info See in Glossary connects to a specified target, rather than another Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces. This joint A physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge.






2d aim game