Placeholder Image

Subtitles section Play video

  • Physic Materials are materials that instead

    物理材質(Physic Material)

  • of effecting the appearance of a game object

    這種材質不會影響物件外觀 但會影響物理引擎運算

  • they effect the way that the object reacts

    想想看籃球與保齡球之間的差異

  • to the physics engine. Consider the difference

    除了兩者彈跳的方式、重量的差異性

  • between how a basketball and a bowling ball

    表面質感的差異 與其它表面產生的反應也有差異

  • might bounce. Whilst there is a difference

    物理材質可點選專案裡的Create鈕來建立

  • in their mass, their surfaces are also

    從檢視裡調整和其它表面互動的設定

  • very different and they react to other

    利用摩擦力的設定來控制互動的結果

  • surfaces very differently. Physic materials

    動態摩擦(Dynamic Friction) 用來設定物件移動產生的摩擦力

  • can be created from the Create button

    靜態摩擦(Static Friction)用來設定 從靜止狀態移動一個物件需要多少力量

  • on the project panel.

    彈力(Bounciness)設定物件的彈力大小

  • And they're edited in the inspector to

    綜合摩擦(Friction Combine) 設定物件對其它物件材質的反應

  • control how the surface reacts to another

    摩擦方向(Friction Direction) 設定各軸向的摩擦力

  • surface. They do this by controlling friction.

    而動態摩擦 2和靜態摩擦 2 是用來控制摩擦方向的三個軸向數值

  • Dynamic Friction is how much friction

    在這個範例裡 我們將方體和工作臺加入了物理材質

  • exists whilst the object is moving

    物理材質可在物件碰撞體屬性裡指定

  • and Static Friction is how much

    你可以在碰撞體元件裡 看到一個指定物理材質(Materia)的設定

  • force is required in order to move the

    當開始播放遊戲時 方體物件顯得滑溜又略有彈力

  • object from a static position.

    那是因為我的動態摩擦和靜態摩擦設定為 0

  • Bounciness does exactly what it sounds like.

    代表平滑表面上沒東西阻止的了它 同時也帶了些許彈力

  • It controls how bouncy the object is.

    如果我將彈力設定提高它就會彈離工作臺

  • And the Friction Combine settings control

    如果我想限制它在X軸的摩擦力

  • how they respond to another object

    我可以在物理材質檢視裡

  • with a certain material. Friction Direction

    將摩擦方向的X軸設定為1 並加大動態摩擦2的數值

  • will allow you to control friction

    接著我將彈力降低 這樣它就不會彈離工作臺

  • in a particular axis and the dynamic

    你可以看到方體物件滑動了一下就停止 這是因為摩擦方向限制的關係

  • and static friction 2 properties

    所以我們將限制在調低一點 你可以看到它開始滑動

  • will give you control over those three axes.

    這樣你就能了解

  • In this example we've applied this

    物理材質可以完全控制物件表面的設定

  • particular physic material to our power cube

    以及物件和其他物件的碰撞行為

  • and our work bench.

  • The physic material is applied to the

  • collider in any given game object

  • and you can see that there's a slot for

  • material within the collider settings.

  • You can see that if I press play,

  • it bounces slightly and is also very slippery.

  • This is because I've used 0 for dynamic

  • and static friction, meaning there's nothing

  • stopping it from slipping around and

  • I've also made it slightly bouncy.

  • If I make it very bouncy

  • then it's going to bounce off of the table.

  • And for example if I wanted to restrict

  • it's movement in a particular axis

  • so I can see that the X axis is the direction

  • in which it's sliding, so what I could do

  • is go back to that material and I'll set

  • my friction direction of X to 1 and

  • increase the dynamic friction. I'm going to turn

  • bounciness back down to a lower number

  • so that it doesn't bounce off the table.

  • And you can see that it's slowing to a halt

  • because of the amount of friction involved there.

  • So we could make that slightly lower

  • and you can see it begins to slide.

  • So hopefully you can see that with

  • physic materials you can completely control

  • the surface of an object

  • and how it responds to others.

Physic Materials are materials that instead

物理材質(Physic Material)

Subtitles and vocabulary

Click the word to look it up Click the word to find further inforamtion about it