物体旋转太慢
Object is rotating too slowly
所以基本上我“制作”了一个控制手部运动的脚本,并且也有适当的碰撞。它的大部分工作,然而,旋转似乎有一个有限的速度,即使它的速度设置为高值。
旋转的速度很慢,不管我把乘数改成什么。
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hand: MonoBehaviour
{
// Physics Movement
[SerializeField] private GameObject followObject;
[SerializeField] private float followSpeed = 30f;
[SerializeField] private float rotateSpeed = 100f;
[SerializeField] private float teleportDistance = 0.75f;
[SerializeField] private Vector3 positionOffset;
[SerializeField] private Vector3 rotationOffset;
private Transform _followTarget;
private Rigidbody _body;
private bool _inGrab = false;
void Start()
{
// Physics Movement
_followTarget = followObject.transform;
_body = GetComponent<Rigidbody>();
_body.collisionDetectionMode = CollisionDetectionMode.Continuous;
_body.interpolation = RigidbodyInterpolation.Interpolate;
_body.mass = 20f;
// Teleport Hands
_body.position = _followTarget.position;
_body.rotation = _followTarget.rotation;
}
void Update()
{
PhysicsMove();
}
private void PhysicsMove()
{
// Position
var positionWithOffset = _followTarget.position + positionOffset;
var distance = Vector3.Distance(positionWithOffset, transform.position);
_body.velocity = (positionWithOffset - transform.position).normalized * (followSpeed * distance);
// Rotation
var rotationWithOffset = _followTarget.rotation * Quaternion.Euler(rotationOffset);
var q = rotationWithOffset * Quaternion.Inverse(_body.rotation);
q.ToAngleAxis(out float angle, out Vector3 axis);
_body.angularVelocity = axis * (angle * Mathf.Deg2Rad * rotateSpeed);
// Teleport back when too far
if(distance > teleportDistance)
{
_body.position = _followTarget.position;
_body.rotation = _followTarget.rotation;
}
}
}
脚本附加到刚体手部模型,跟随目标为XR Controller。一切似乎都正常,除了旋转速度。
很少使用四元数,所以这可能只是一些基本问题。
您需要更改刚体的maxAngularVelocity
。默认值仅为每秒 7 弧度,小于每秒 2 圈。
将其设置为更高的值(例如 20)将使刚体在需要时转动得更快。不幸的是,这无法通过检查器访问,但可以通过脚本访问:
void Start()
{
// Physics Movement
_followTarget = followObject.transform;
_body = GetComponent<Rigidbody>();
_body.collisionDetectionMode = CollisionDetectionMode.Continuous;
_body.interpolation = RigidbodyInterpolation.Interpolate;
_body.mass = 20f;
_body.maxAngularVelocity = 20f;
// Teleport Hands
_body.position = _followTarget.position;
_body.rotation = _followTarget.rotation;
}
所以基本上我“制作”了一个控制手部运动的脚本,并且也有适当的碰撞。它的大部分工作,然而,旋转似乎有一个有限的速度,即使它的速度设置为高值。
旋转的速度很慢,不管我把乘数改成什么。
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hand: MonoBehaviour
{
// Physics Movement
[SerializeField] private GameObject followObject;
[SerializeField] private float followSpeed = 30f;
[SerializeField] private float rotateSpeed = 100f;
[SerializeField] private float teleportDistance = 0.75f;
[SerializeField] private Vector3 positionOffset;
[SerializeField] private Vector3 rotationOffset;
private Transform _followTarget;
private Rigidbody _body;
private bool _inGrab = false;
void Start()
{
// Physics Movement
_followTarget = followObject.transform;
_body = GetComponent<Rigidbody>();
_body.collisionDetectionMode = CollisionDetectionMode.Continuous;
_body.interpolation = RigidbodyInterpolation.Interpolate;
_body.mass = 20f;
// Teleport Hands
_body.position = _followTarget.position;
_body.rotation = _followTarget.rotation;
}
void Update()
{
PhysicsMove();
}
private void PhysicsMove()
{
// Position
var positionWithOffset = _followTarget.position + positionOffset;
var distance = Vector3.Distance(positionWithOffset, transform.position);
_body.velocity = (positionWithOffset - transform.position).normalized * (followSpeed * distance);
// Rotation
var rotationWithOffset = _followTarget.rotation * Quaternion.Euler(rotationOffset);
var q = rotationWithOffset * Quaternion.Inverse(_body.rotation);
q.ToAngleAxis(out float angle, out Vector3 axis);
_body.angularVelocity = axis * (angle * Mathf.Deg2Rad * rotateSpeed);
// Teleport back when too far
if(distance > teleportDistance)
{
_body.position = _followTarget.position;
_body.rotation = _followTarget.rotation;
}
}
}
脚本附加到刚体手部模型,跟随目标为XR Controller。一切似乎都正常,除了旋转速度。
很少使用四元数,所以这可能只是一些基本问题。
您需要更改刚体的maxAngularVelocity
。默认值仅为每秒 7 弧度,小于每秒 2 圈。
将其设置为更高的值(例如 20)将使刚体在需要时转动得更快。不幸的是,这无法通过检查器访问,但可以通过脚本访问:
void Start()
{
// Physics Movement
_followTarget = followObject.transform;
_body = GetComponent<Rigidbody>();
_body.collisionDetectionMode = CollisionDetectionMode.Continuous;
_body.interpolation = RigidbodyInterpolation.Interpolate;
_body.mass = 20f;
_body.maxAngularVelocity = 20f;
// Teleport Hands
_body.position = _followTarget.position;
_body.rotation = _followTarget.rotation;
}