Rigidbody の角速度ベクトル
ほとんどの場合、それは直接修正するべきではありません。非現実的な挙動に繋がる可能性があるからです。
// Change the material depending on the speed of rotation var fastWheelMaterial : Material; var slowWheelMaterial : Material;
var rb: Rigidbody; var rend: MeshRenderer;
function Start() { rb = GetComponent.<Rigidbody>(); rend = GetComponent.<MeshRenderer>(); }
function Update () { if (rb.angularVelocity.magnitude < 5) { rend.sharedMaterial = slowWheelMaterial; } else { rend.sharedMaterial = fastWheelMaterial; } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Material fastWheelMaterial; public Material slowWheelMaterial; public Rigidbody rb; public MeshRenderer rend; void Start() { rb = GetComponent<Rigidbody>(); rend = GetComponent<MeshRenderer>(); } void Update() { if (rb.angularVelocity.magnitude < 5) rend.sharedMaterial = slowWheelMaterial; else rend.sharedMaterial = fastWheelMaterial; } }