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raycasthit rayhit;
void update()
vector3 fwd = ;
if (,fwd, 10))
print("there is something in front of the object!");
if (,fwd, out rayhit, 1))print( +" " +
elseprint("nothing");This output only appears at the start of the run, and when it is output once, it is no longer output, even if there is no object in front of it.
Put your ** in the update.
Tested with no problems :)
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1. First, open Unity and create a sphere and a plane.
2. Raise the height of the ball a little higher so that it is above the plane.
3. Add a rigid body to the sphere and enter rigidbody, as shown in the figure below.
4. Click to run, with a rigid body component, you can see the ball naturally falling onto the plane. The ball and plane have their own collider, so the ball cannot pass through. Accompaniment.
5. You can give a collider to the plane by yourself, click to add a collider, as shown in the figure below.
6. After adding, you can adjust the size of the collider skin, because it is a regular shape, so the created collider is very close to the plane, change the size of the collider to x, y size to 11.
7. We can see that the collider has appeared in our field of vision, and it can be adjusted to fit the object or character, which can perfectly simulate the collision effect in reality.
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The steps to add a collider in Unity3D are as follows:
1. Open the Unity3D scene and import a relatively more complex model into it.
2. First of all, let's add a rigdibody component to this model.
3. Then add the mesh collider component to the compont.
4. Check the convex in it, it will generate a collision range according to your own model by default, but it is not very accurate.
5. If we want to collide more accurately, we can create multiple collision mesh models according to the corresponding parts of the model.
6. Then we model, drag and drop the mesh ear1 inside into the mesh, and then check convex to establish the collision range at the corresponding position, such as the right ear here.
7. Then we can add a mesh collider again, and add the other ear ear of the model to the collision range ear2.
8. In the same way, we can add the parts of the model that need to add collisions, and then run it to get more realistic physical effects.
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1. There are several types of colliders: spheres, cubes, grids, cylinders, capsules, etc.
2. Select the object.
3. In the menu above U3D, Component->Physics->BoxCollider is the cube collider.
4. You can also select other types of colliders here.
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1.There are several types of colliders: spheres, cubes, meshes, cylinders, capsules, etc.
2.Once you select the object, the Cube Collider is in the Component->Physics->Box Collider menu above U3D, and you can also select other types of Collider here
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Select the object you want to add, then select the corresponding collider in the component of the menu bar to add it.
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1. First open the Unity3D software, import a model into the scene, and add the Rigdibody rigid body component to the model first
2. Then click on the compont option in the menu bar, and click on Physics to add the mesh collider component to it
3. Click on it to add, check the convex option inside, and at this time, it will generate a collision range according to your own model by default, but it is not very accurate:
4. Then, in order to obtain more accurate collisions, add multiple collision mesh models in the same way
5. Drag and drop the mesh ear1 inside into the mesh, and check convex to establish the collision range at the corresponding position
6. Then you can add a mesh collider again, and add the collision range ear2:, the other ear of the model
7. Finally, you can get more realistic physical effects by running:
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