两视图几何 对极几何 单应
我们希望帮助您快速检查场景中的碰撞几何,以确定是否应该发生碰撞。 当“渲染”网格和“对撞”网格不同步时,这通常是一个问题。 因此,我们正在为物理碰撞几何创建调试视图模式,这将使您能够快速查看“碰撞层”以找出问题所在。 (We want to help you quickly inspect the collision geometry in your scene to decide whether collisions should or shouldn’t happen. This is usually an issue when the Render mesh and Collider mesh get out of sync. So we’re making a debug view mode for physics collision geometry, which will allow you to quickly see through Collision Layers to find out where the issues are. )
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5.4 Update: A new Editor build is available, based on 5.4 beta 23. This is the bleeding edge untested beta, so remember to backup your projects before opening them.
5.4更新:基于5.4 beta 23的新编辑器版本可用 。这是未经测试的最新beta,因此请记住在打开项目之前先对其进行备份。
The tool also enables the user to quickly select GameObjects that own the collision geometry, for further inspection or changes. It can also highlight simulating Rigidbodies for debugging physics performance issues.
该工具还使用户能够快速选择拥有碰撞几何体的GameObject,以进行进一步检查或更改。 它还可以突出显示模拟刚体以调试物理性能问题。
Please give this Editor build a try, explore your scenes and let us know what you find useful and what needs improving. The build is based on Unity 5.3.4p4, so it should be stable for most users. We don’t know yet when it will be a part of an official Unity release, but once ready, we think we have a good chance of backporting it to older Unity versions as well.
请 让该编辑器尝试一下 ,探索您的场景,并让我们知道您觉得有用和需要改进的地方。 该构建基于Unity 5.3.4p4,因此对于大多数用户而言,它应该是稳定的。 我们尚不知道何时将其作为Unity的正式版本的一部分,但是一旦准备好,我们认为我们也有很大的机会将其移植回旧的Unity版本。
Inspector
检验员
Scene View overlay
场景视图叠加
The view mode can be considered light version of the PhysX Visual Debugger (PVD) with added advantage of being able to select GameObjects and Assets directly inside Unity. Ease-of-use was our primary motivation for making the view mode. PVD can be tricky to work with because it is a separate application with different UI/UX conventions. Some versions of PVD also has performance issues with large terrains, which prohibits responsive navigation.
可以将查看模式视为PhysX Visual Debugger(PVD)的简化版本,其附加优势是可以直接在Unity内部选择GameObjects和Assets。 易用性是我们制作视图模式的主要动机。 PVD可能很难使用,因为它是具有不同UI / UX约定的独立应用程序。 某些版本的PVD在较大地形上也存在性能问题,这会阻止响应式导航。
以下是我们将来要添加到工具中的一些想法: (Here are some ideas for what we want to add to the tool in the future:)
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Selecting individual Collider components.
选择单个对撞机组件。
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User defined colors per Layer.
用户定义的每层颜色。
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Show contact points
显示联络点
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Show raycasts/overlap tests/sweeps
显示射线广播/重叠测试/扫描
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Show more information, like Layer, when hover over a Collider.
将鼠标悬停在对撞机上时,显示更多信息,例如图层。
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Improve curvature information by doing light-from-viewpoint shading, like in Maya.
像在Maya中一样,通过执行从视点开始的阴影来改善曲率信息。
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Timeline recording and scrubbing.
时间线记录和清理。
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Network support.
网络支持。
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Expose more render control to user scripts.
将更多渲染控件公开给用户脚本。
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Show which Colliders a selected Rigidbody collides with.
显示选定的刚体与哪些碰撞器碰撞。
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Show which Trigger/Collide messages will be be sent or received from a selected Collider.
显示将从选定对撞机发送或接收哪些触发/碰撞消息。
C#API: (C# API:)
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The following API can only be used in the Editor, not in Standalone players.
以下API仅可在编辑器中使用,而不能在独立播放器中使用。
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The class name is expected to change from “PhysicsVisualizationSettings” to “Physics.DebugVisualization”.
类别名称应从“ PhysicsVisualizationSettings”更改为“ Physics.DebugVisualization”。
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局限性: (Limitations:)
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Cloth, Joints and WheelColliders are not supported yet.
目前尚不支持Cloth,Joints和WheelColliders。
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Toggling Enable on a TerrainCollider many times causes random selection raycast failures.
在TerrainCollider上多次切换启用会导致随机选择光线投射失败。
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When using multiple Scene Views, only the last Scene View can effectively do picking.
使用多个场景视图时,只有最后一个场景视图可以有效地进行拾取。
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Tree Colliders don’t highlight individual trees when hovering over terrains.
悬停在地形上时,树碰撞器不会突出显示单个树。
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Drag-rectangle-to-select is not supported.
不支持拖动矩形进行选择。
翻译自: https://blogs.unity3d.com/2016/06/09/debug-view-mode-for-physics-collision-geometry/
两视图几何 对极几何 单应