物理演算の影響を受けるかどうか
isKinematic が有効化されていると、力、コリジョン、またはジョイントは Rigidbody により影響を受けなくなります。 アニメーションまたはスクリプトで transform.position を変更する方法のいずれかで、Rigidbody は完全に制御されるようになります。 Kinematic な物体もまた、コリジョンまたはジョイントを通じて他の Rigidbody の動作に影響します。 例.ジョイントを用いて Kinematic Rigidbody を通常の Rigidbody に接続できて、 Rigidbody は Kinematic Rigidbody の動作により制限されることになります。 さらに Kinematic Rigidbody により、通常アニメーションにより制御しているキャラクターを isKinematic を false にすることで、 特定のイベントの際に素早くラグドールに変更することができます。
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Rigidbody rb;
void Start() { rb = GetComponent<Rigidbody>(); }
// Let the rigidbody take control and detect collisions. void EnableRagdoll() { rb.isKinematic = false; rb.detectCollisions = true; }
// Let animation control the rigidbody and ignore collisions. void DisableRagdoll() { rb.isKinematic = true; rb.detectCollisions = false; } }
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