異方性の方向を設定する。このベクトルがゼロでない場合、異方性摩擦が有効になっています
DynamicFriction2 and staticFriction2 will be applied along frictionDirection2. The direction of anisotropy is relative to the colliders local coordinate system.
// Make the collider slippery when going forward but not when going sideways collider.physicMaterial.frictionDirection2 = Vector3.forward; collider.physicMaterial.dynamicFriction2 = 0; collider.physicMaterial.dynamicFriction = 1;
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Example() { collider.physicMaterial.frictionDirection2 = Vector3.forward; collider.physicMaterial.dynamicFriction2 = 0; collider.physicMaterial.dynamicFriction = 1; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Example() as void: collider.physicMaterial.frictionDirection2 = Vector3.forward collider.physicMaterial.dynamicFriction2 = 0 collider.physicMaterial.dynamicFriction = 1