A Unity-based object collision avoidance method and terminal
A technology for avoiding collisions and objects, applied in the field of Unity, can solve problems such as pause, poor code reusability, and low efficiency, and achieve the effects of avoiding collisions, improving reusability, and improving efficiency
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Embodiment 1
[0085] Please refer to figure 1 and Figure 3-10 , a method for avoiding collisions of objects based on Unity, including steps:
[0086] Define the data storage class RaycastHitObject, which is used to store the information of the object to be climbed during the moving process of the object to be moved;
[0087] Encapsulate the SRPositionComponent component, the List in the SRPositionComponent component The collection is used to store the collision object that collides with the object to be moved. One collision object is a RaycastHit, and the movement offset vector of the object to be moved is passed to the SRPositionComponent component, so that the SRPositionComponent component can get that the object to be moved is about to move to the location;
[0088] S1. Calculate the collision box information of the object to be moved according to all effective colliders of the object to be moved, the collision box information includes the center of the collision box and the range ...
Embodiment 2
[0111] Please refer to figure 2 , a terminal 1 for object collision avoidance based on Unity, comprising a memory 2, a processor 3 and a computer program stored on the memory 2 and operable on the processor 3, the processor 3 executing the computer program Each step in the first embodiment is realized at the same time.
[0112] To sum up, the method and terminal for object collision avoidance based on Unity provided by the present invention obtain all colliders of the object to be moved, filter the colliders that do not participate in the calculation and the colliders whose attributes are triggers, and obtain All effective colliders of the object to be moved, calculate the collision box information of the object to be moved according to all effective colliders of the object to be moved, the collision box information includes the center of the collision box and the range of the collision box, and determine the collision box information of the object to be moved The proje...
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