该流体的密度,用于计算浮力。
通过将该特效器的密度与 Collider2D 的 Collider2D.density 进行比较来计算浮力。如果该碰撞体的密度小于特效器的密度,则该碰撞体将上浮,即,浮出更多。如果该碰撞体的密度大于特效器的密度,则该碰撞体将下沉,即,浮出更少。如果该碰撞体的密度等于特效器的密度,则不施加浮力,该碰撞体既不会上浮,也不会下沉。
注意,在 Rigidbody2D.useAutoMass 为 true 时只能设置 Collider2D.density。这能够微调碰撞体密度与特效器密度。如果不需要它,则可将 Rigidbody2D.useAutoMass 设置为 false,在这种情况下,Collider2D.density 固定为 1,因此特效器密度大于它将导致碰撞体上浮,特效器密度小于它将导致碰撞体下沉。
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