Version: 2023.1
言語: 日本語
Introduction to Rigidbody 2D
Body Type: Dynamic

Rigidbody 2D body types

There are three options for Body Type which define the behavior of the Rigidbody 2D. Any Collider 2D attached to that Rigidbody 2D inherits the Rigidbody 2D’s Body Type as well.

The selected Body Type defines the Rigidbody 2D’s movement behavior (position and rotation) and Collider interactions. When a Body Type changes, Unity recalculates various mass-related internal properties, and all existing contacts for the Collider 2Ds attached to the Rigidbody 2D need to be re-evaluated during the GameObject’s next FixedUpdate. Depending on how many contacts and Collider 2Ds are attached to the body, changing the Body Type can cause variations in performance.

The properties of the Rigidbody 2D component in its Inspector window differs depending on which Body Type you have selected. You can refer to the following pages for detailed information about the property settings for each Body Type:

トピック 説明
Body Type: Dynamic Use the Dynamic Body Type to design your Rigidbody 2D to move under simulation.
Body Type: Kinematic Use the Kinematic Body Type to design your Rigidbody 2D to move under simulation only with explicit user control.
Body Type: Static Use the Static Body Type to design your Rigidbody 2D to not move under simulation.

その他の参考資料

Introduction to Rigidbody 2D
Body Type: Dynamic
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961