The Physics 2D Settings allow you to provide global settings for 2D physics (menu: Edit > Project Settings > Physics 2D).
(There is also a corresponding Physics Manager for 3D projects.)
| Свойство: | Функция: |
|---|---|
| Gravity | Количество силы тяжести применённое ко всем Rigidbody2D объектам. Вообще сила тяжести устанавливается только для отрицательного направления по оси Y. |
| Default Material | Если к конкретному коллайдеру не был применён материал, тогда будет использован стандартный Physics Material 2D. |
| Velocity Iterations | Число итераций произведённых физическим движком для расчёта скоростных эффектов.Высокие значения дадут более аккуратный расчёт, но за более длительное время. |
| Position Iterations | Число итераций произведённых физическим движком для расчёта изменения позиции.Высокие значения дадут более аккуратный расчёт, но за более длительное время. |
| Velocity Threshold | Collisions with a relative velocity lower than this value is treated as inelastic collisions (that is, the colliding GameObjects do not bounce off each other). |
| Max Linear Correction | The maximum linear position correction used when solving constraints (from a range between 0.0001 to 1000000). This helps to prevent overshoot. |
| Max Angular Correction | The maximum angular correction used when solving constraints (froma range between 0.0001 to 1000000). This helps to prevent overshoot. |
| Max Translation Speed | The maximum linear speed of a Rigidbody 2D GameObject during any physics update. |
| Max Rotation Speed | The maximum linear speed of a Rigidbody 2D GameObject during any physics update. |
| Min Penetration For Penalty | The minimum contact penetration radius allowed before any separation impulse force is applied. |
| Baumgarte Scale | Scale factor that determines how fast collision overlaps are resolved. |
| Baumgarte Time of Impact Scale | Scale factor that determines how fast time-of-impact overlaps are resolved. |
| Time to Sleep | The time (in seconds) that must pass after a Rigidbody 2D stops moving before it goes to sleep. |
| Linear Sleep Tolerance | The linear speed below which a Rigidbody 2D goes to sleep after the Time to Sleep elapses. |
| Angular Sleep Tolerance | The rotational speed below which a Rigidbody 2D goes to sleep after Time to Sleep elapses. |
| Queries Hit Triggers | Если включено, любой Raycast, который пересечётся с Collider-ом помеченным как Trigger как результат вернёт в качестве значения столкновение. Если отключено, пересечения не обернутся столкновениями. |
| Queries Start In Colliders | Check this box to enable physics queries that start inside a Collider 2D to detect the collider they start in. |
| Change Stops Callbacks | Check this box to stop reporting collision callbacks immediately if any of the GameObjects involved in the collision are deleted or moved. |
| Layer Collision Matrix | Определяет как будет себя вести обнаружение столкновений, основанных на привязке к конкретному слою. |
The Physics 2D Settings define limits on the accuracy of the physical simulation. Generally speaking, a more accurate simulation requires more processing overhead, so these settings offer a way to trade off accuracy against performance. See the Physics section of the manual for further information.