01 - 课程概述-课程概述(01 - Course Overview - Course Overview)

02 - 项目概述-项目概述(02 - Project Overview - Project Overview)

03 - 项目概况-起动机场景和结构(03 - Project Overview - Starter Scene and Structure)

04 - 项目概述-添加碰撞器和刚体(04 - Project Overview - Adding Colliders and Rigidbodies)

05 - 项目概述-使用运动切换控制仿真(05 - Project Overview - Using a Kinematic Toggle to Control the Simulation)

06 - 用C创建激活系统# - 破坏模式分析(06 - Creating an Activation System with C# - Analyzing Destruction Patterns)

07 - 用C创建激活系统# - 使用层掩模和重叠球(07 - Creating an Activation System with C# - Using LayerMask and OverlapSphere)

08 - 用C创建激活系统# - 用协同程序控制时序(08 - Creating an Activation System with C# - Controlling Timing with Coroutines)

09 - 用C创建激活系统# - 固定抖动(09 - Creating an Activation System with C# - Fixing Jitters)

10 - 添加物理节点——为什么要约束(10 - Adding Physics Joints - Why Constrain)

11 - 增加物理接缝——创建和配置物理接缝(11 - Adding Physics Joints - Creating and Configuring Physics Joints)

12 - 添加物理节点-用辅助对象准备自动化(12 - Adding Physics Joints - Preparing for Automation with Helper Objects)

13 - 增加物理节点——用C实现自动联合创建#(13 - Adding Physics Joints - Automating Joint Creation with C#)

14 - 增加物理节点-细化仿真(14 - Adding Physics Joints - Refining the Simulation)

15 - 添加粒子效应-为什么添加粒子效应(15 - Adding Particle Effects - Why Add Particle Effects)

16 - 添加粒子效应-灰尘和碎片发射器(16 - Adding Particle Effects - Dust and Debris Emitters)

17 - 添加粒子效应-在预置器中添加发射器(17 - Adding Particle Effects - Adding Emitters to Prefabs)

18 - 添加粒子效应-探测力和C触发粒子#(18 - Adding Particle Effects - Detecting Forces and Triggering Particles with C#)

19 - 结论和系统应用-附加示例(19 - Conclusion and System Applications - Additional Examples)

20 - 结论和系统应用-塔楼倒塌(20 - Conclusion and System Applications - Tower Collapse)

21 - 结论和系统应用-简单爆炸(21 - Conclusion and System Applications - Simple Explosion)

22 - 结论和系统应用-爆炸窝棚(22 - Conclusion and System Applications - Exploding Shacks)

23 - 结论和系统应用-优化& 生产考虑(23 - Conclusion and System Applications - Optimizations & Production Considerations)

24 - 结论和系统应用-结论(24 - Conclusion and System Applications - Conclusion)

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  • Unity3D : Unity3D
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