Unity 6.3 — 物理 Module Reference¶
最后验证: 2026-02-13 Knowledge Gap: Unity 6 物理改进、求解器变化
概述¶
Unity 6.3 使用 PhysX 5.1(在 2022 LTS 中从 PhysX 4.x 改进而来):
- 更好的求解器稳定性
- 改进的性能
- 增强的碰撞检测
自 2022 LTS 的关键变化¶
默认求解器迭代次数增加¶
Unity 6 提高了默认求解器迭代次数以获得更好的稳定性:
// Default changed from 6 to 8 iterations
Physics.defaultSolverIterations = 8; // Check if relying on old behavior
增强的碰撞检测¶
// ✅ Unity 6: Improved Continuous Collision Detection (CCD)
rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
// Better handling of fast-moving objects
核心物理组件¶
Rigidbody¶
// ✅ Best practice: Use AddForce, not direct velocity writes
Rigidbody rb = GetComponent<Rigidbody>();
rb.AddForce(Vector3.forward * 10f, ForceMode.Impulse);
// ❌ Avoid: Direct velocity assignment (can cause instability)
rb.velocity = new Vector3(0, 10, 0); // Only use when necessary
碰撞体¶
// Primitive colliders: Box, Sphere, Capsule (cheapest)
// Mesh colliders: Expensive, use only for static geometry
// ✅ Compound colliders (multiple primitives) > single mesh collider
射线投射¶
高效射线投射(避免分配)¶
// ✅ Non-allocating raycast
if (Physics.Raycast(origin, direction, out RaycastHit hit, maxDistance)) {
Debug.Log($"Hit: {hit.collider.name}");
}
// ✅ Multiple hits (non-allocating)
RaycastHit[] results = new RaycastHit[10];
int hitCount = Physics.RaycastNonAlloc(origin, direction, results, maxDistance);
for (int i = 0; i < hitCount; i++) {
Debug.Log($"Hit {i}: {results[i].collider.name}");
}
// ❌ Avoid: RaycastAll (allocates array every call)
RaycastHit[] hits = Physics.RaycastAll(origin, direction); // GC allocation!
用于选择性射线投射的 LayerMask¶
// ✅ Use LayerMask to filter collisions
int layerMask = 1 << LayerMask.NameToLayer("Enemy");
Physics.Raycast(origin, direction, out RaycastHit hit, maxDistance, layerMask);
物理查询¶
OverlapSphere(检查附近物体)¶
// ✅ Non-allocating version
Collider[] results = new Collider[10];
int count = Physics.OverlapSphereNonAlloc(center, radius, results);
for (int i = 0; i < count; i++) {
// Process results[i]
}
SphereCast(粗射线投射)¶
// Useful for character controllers
if (Physics.SphereCast(origin, radius, direction, out RaycastHit hit, maxDistance)) {
// Hit something with a sphere-shaped ray
}
碰撞事件¶
OnCollisionEnter / Stay / Exit¶
void OnCollisionEnter(Collision collision) {
// Triggered when collision starts
Debug.Log($"Collided with {collision.gameObject.name}");
// Access contact points
foreach (ContactPoint contact in collision.contacts) {
Debug.DrawRay(contact.point, contact.normal, Color.red, 2f);
}
}
OnTriggerEnter / Stay / Exit¶
void OnTriggerEnter(Collider other) {
// Trigger collider (Is Trigger = true)
if (other.CompareTag("Pickup")) {
Destroy(other.gameObject);
}
}
角色控制器¶
CharacterController 组件¶
CharacterController controller = GetComponent<CharacterController>();
// ✅ Move with collision detection
Vector3 move = transform.forward * speed * Time.deltaTime;
controller.Move(move);
// Apply gravity manually
if (!controller.isGrounded) {
velocity.y += Physics.gravity.y * Time.deltaTime;
}
controller.Move(velocity * Time.deltaTime);
物理材质¶
摩擦力与弹性¶
// Create: Assets > Create > Physic Material
// Assign to collider: Collider > Material
// PhysicMaterial settings:
// - Dynamic Friction: 0.6 (sliding friction)
// - Static Friction: 0.6 (starting friction)
// - Bounciness: 0.0 - 1.0
// - Friction Combine: Average, Minimum, Maximum, Multiply
// - Bounce Combine: Average, Minimum, Maximum, Multiply
关节¶
Fixed Joint(连接两个刚体)¶
Hinge Joint(门、轮子)¶
HingeJoint hinge = gameObject.AddComponent<HingeJoint>();
hinge.axis = Vector3.up; // Rotation axis
hinge.useLimits = true;
hinge.limits = new JointLimits { min = -90, max = 90 };
性能优化¶
物理层碰撞矩阵¶
Edit > Project Settings > Physics > Layer Collision Matrix
- 禁用层之间不必要的碰撞检查
- 带来巨大的性能提升
固定时间步长¶
Edit > Project Settings > Time > Fixed Timestep
- 默认值:0.02(50 FPS 物理)
- 越低越精确,但 CPU 开销越高
- 尽可能匹配游戏的目标帧率
简化的碰撞几何体¶
- 优先使用基本碰撞体(方块、球体、胶囊体),而非网格碰撞体
- 在构建时烘焙网格碰撞体,而不是在运行时
Common Patterns¶
地面检测(角色控制器)¶
bool IsGrounded() {
float rayLength = 0.1f;
return Physics.Raycast(transform.position, Vector3.down, rayLength);
}
应用爆炸力¶
void ApplyExplosion(Vector3 explosionPos, float radius, float force) {
Collider[] colliders = Physics.OverlapSphere(explosionPos, radius);
foreach (Collider hit in colliders) {
Rigidbody rb = hit.GetComponent<Rigidbody>();
if (rb != null) {
rb.AddExplosionForce(force, explosionPos, radius);
}
}
}
调试¶
Physics Debugger(Unity 6+)¶
Window > Analysis > Physics Debugger- 可视化碰撞体、接触点和查询
Gizmos¶
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, detectionRadius);
}
来源¶
- https://docs.unity3d.com/6000.0/Documentation/Manual/PhysicsOverview.html
- https://docs.unity3d.com/ScriptReference/Physics.html
本页原文 Markdown:在 AtomGit 查看·内容源自开源项目 cl/Claude-Code-Game-Studios