设置复合碰撞体,以便为仅由边缘组成的合并碰撞体几何体生成封闭轮廓。
轮廓几何体等同于使用所有边缘链都连接起来的 EdgeCollider2D。当所有边缘都闭合时(结束边缘连接到起始边缘),在此类几何体的内部不会发生任何碰撞,即,它不会重叠。仅在这些边缘与碰撞体接触时才会注册碰撞或触发器。
这通常是可使用的最有效几何体,因为它生成的边缘要少得多。连续边缘不会导致不必要的碰撞,因为所有边缘都已连接。不必要的碰撞是两个分离的碰撞体接触的情况,即使它们完美对齐也是如此。使用这种类型的几何体可生成平台表面,其他碰撞体在这些表面上移动不会受到不必要碰撞的任何干扰。
围绕它的复合边缘导致的任何内部孔均不会导致任何内部重叠,而是形成新复合碰撞体形状的另一个封闭部分。
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.