帧速率独立的pushForce? [英] Frame-rate independent pushForce?
问题描述
我正在使用CharacterController,并增加了推动刚体的功能.然而,问题在于推送是取决于帧速率的.如何使它独立于帧速率?我曾尝试添加Time.deltatime,但这无法进行推送,尽管可能添加有误.
I'm working with a CharacterController and added the ability to push Rigidbodies. The problem is however that the pushing is frame-rate dependent. How would I be able to make it frame-rate independent? I have tried adding Time.deltatime, but this makes pushing not possible, I might be adding it wrong though.
这是为刚体增加力量的代码;
Here's the code that adds force to rigidbodies;
void OnControllerColliderHit(ControllerColliderHit hit)
{
Rigidbody body = hit.collider.attachedRigidbody;
if (body == null || body.isKinematic)
return;
if (hit.moveDirection.y < -.3f)
return;
Vector3 pushDirection = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);
body.velocity = pushForce * pushDirection;
}
据我所知,它与最后两行代码有关.
As far as I know it has something to do with the last 2 lines of code.
编辑(用于推送的代码):
Edit(The code for pushing):
public void PushStates() {
// Creating the raycast origin Vector3's
Vector3 forward = transform.TransformDirection(Vector3.forward) * distanceForPush;
Vector3 middle = controller.transform.position - new Vector3(0, -controller.height / 2, 0);
// Inspector bool
if (pushRay)
{
Debug.DrawRay(middle, forward, Color.cyan);
}
// Force the pushForce and movementSpeed to normal when the player is not pushing
pushForce = 0f;
movementSpeed = walkSpeed;
// Draws a raycast in front of the player to check if the object in front of the player is a pushable object
if (Physics.Raycast(middle, forward, out hit, distanceForPush))
{
if (InputManager.BButton() && playerIsInPushingTrigger)
{
PushableInfo();
playerIsPushing = true;
anim.SetBool("isPushing", true);
if (hit.collider.tag == "PushableLight")
{
pushForce = playerPushForceLight;
movementSpeed = pushSpeedLight;
}
else if (hit.collider.tag == "PushableHeavy")
{
pushForce = playerPushForceHeavy;
movementSpeed = pushSpeedHeavy;
}
// Checks the players speed now instead off movement. This is neccesary when the player is pushing a pushable into a collider.
// The player and pushable never stop moving because of force.
if (currentSpeed < 0.15f)
{
//Removes all remaining velocity, when the player stops pushing
pushableObjectRB.velocity = Vector3.zero;
pushableObjectRB.angularVelocity = Vector3.zero;
anim.SetFloat("pushSpeedAnim", 0f);
}
else
{
// Calls a rotation method
PushingRot();
if (hit.collider.tag == "PushableLight")
{
anim.SetFloat("pushSpeedAnim", pushSpeedAnimLight);
}
else if (hit.collider.tag == "PushableHeavy")
{
anim.SetFloat("pushSpeedAnim", pushSpeedAnimHeavy);
}
}
}
else
{
anim.SetBool("isPushing", false);
pushForce = 0f;
movementSpeed = walkSpeed;
playerIsPushing = false;
}
}
else
{
anim.SetBool("isPushing", false);
playerIsPushing = false;
}
// Setting the time it takes to rotate when pushing
AnimatorStateInfo stateInfo = anim.GetCurrentAnimatorStateInfo(0);
if (stateInfo.fullPathHash == pushStateHash)
{
turnSmoothTime = maxTurnSmoothTimePushing;
}
else
{
turnSmoothTime = 0.1f;
}
}
推荐答案
您是对的,您需要乘以Time.deltaTime,这是自上次渲染帧以来经过的时间. 由于此数字确实很小(您的帧速率为60+),因此还需要增加该值(分别乘以100、1000 ...)
You were right, you need to multiply by Time.deltaTime which is the time elapsed since last rendered frame. As this number is really small (has you have 60+ fps) you'll also need to increase the value (multiply it by 100, 1000...)
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