Version: 2022.3
言語: 日本語

WheelHit

struct in UnityEngine

マニュアルに切り替える

説明

WheelCollider クラスによって取得できる、ホイールの問い合わせ先になるクラスです。

Friction for the WheelCollider is computed separately from the rest of the physics, using a slip based tire friction model. This allows for more realistic behaviour, but makes wheel colliders ignore standard PhysicMaterial settings.

The way to simulate different ground materials is to query WheelCollider for its collision information (see WheelCollider.GetGroundHit). Usually, you get the other collider the wheel is hitting, and modify the wheel's WheelCollider.forwardFriction and WheelCollider.sidewaysFriction based on the physic material of the ground.

The other members of the WheelHit structure are usually queried for information purposes or special effects. For example, a "slipping tire" sound can be played if forwardSlip or sidewaysSlip exceed some threshold.

See Also: WheelCollider.GetGroundHit.

変数

colliderホイールにあたっている Collider
forceコンタクト先に適用される力の大きさ
forwardDirホイールが食い込んでいる方向
forwardSlip圧延方向のタイヤのスリップの値。加速スリップが負の場合、ブレーキスリップが正になります
normal接触点における法線
pointホイールと地面との接点
sidewaysDirホイールの横方向
sidewaysSlip横方向のタイヤのスリップの値