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Polytool elements
Polytool elements







The Collider can be edited manually but it is often more convenient to let Unity determine the shape automatically. Non-editable information about the complexity of the generated Collider. The local offset of the Collider geometry. If you don’t enable Auto Tiling, the Collider 2D stays the same shape and size, even when the Sprite’s dimensions change. This enables automatic updates to the shape of the Collider 2D, meaning that the shape is automatically readjusted when the Sprite’s dimensions change. More info See in Glossary component to Tiled. Tick this checkbox if you have set the Draw Mode of the Sprite Renderer A component that lets you display images as Sprites for use in both 2D and 3D scenes. More info See in Glossary 2D to be used by an attached Composite Collider 2D component. The properties that disappear from the Box Collider 2D are Material, Is Trigger, Used By Effector, and Edge Radius.Ĭheck this box if you want the Box Collider A cube-shaped collider component that handles collisions for GameObjects like dice and ice cubes. When you enable Used by Composite, other properties disappear from the Polygon Collider 2D component, because they are now controlled by the attached Composite Collider 2D. Tick this checkbox if you want this Collider to be used by an attached Composite Collider 2D. Whether the Collider is used by an attached effector or not. Tick this box if you want the Collider to behave as a trigger. More info See in Glossary, such as friction and bounce.

polytool elements

PropertyĪ physics material that determines properties of collisions A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. Note that this Collider’s edge must completely enclose an area to function. More info See in Glossary or any other shape.

polytool elements

If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. The Collider’s shape is defined by a freeform edge made of line segments, that you can adjust to fit the shape of the Sprite A 2D graphic objects. More info See in Glossary 2D component is a Collider that interacts with the 2D physics system. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. The Polygon Collider An invisible shape that is used to handle physical collisions for an object.









Polytool elements