Update to 6000.0.18f1 (3699cf869f9b)

This commit is contained in:
Melvyn May 2024-09-14 09:34:10 +01:00
Родитель 8858425cfe
Коммит 714f4d24c7
11 изменённых файлов: 18 добавлений и 14 удалений

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@ -15,7 +15,7 @@ public class DynamicGravity : MonoBehaviour
void FixedUpdate()
{
// Calculate our direction relative to the global gravity.
var direction = Vector2.Dot(m_Rigidbody.velocity, Physics2D.gravity);
var direction = Vector2.Dot(m_Rigidbody.linearVelocity, Physics2D.gravity);
// Set the gravity scale accordingly.
m_Rigidbody.gravityScale = direction > 0f ? FallGravityScale : AgainstGravityScale;

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@ -15,7 +15,7 @@ public class InitialVelocity : MonoBehaviour
// Set the initial velocities if the rigidbody was found.
if (rigidbody)
{
rigidbody.velocity = m_Velocity;
rigidbody.linearVelocity = m_Velocity;
rigidbody.angularVelocity = m_AngularVelocity;
}
}

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@ -29,10 +29,10 @@ public class ShowSpeedVelocityRotation : MonoBehaviour
string text = string.Empty;
if (m_ShowSpeed)
text += "Speed = " + m_Body.velocity.magnitude.ToString ("n2") + "\n";
text += "Speed = " + m_Body.linearVelocity.magnitude.ToString ("n2") + "\n";
if (m_ShowVelocity)
text += "LinVel = " + m_Body.velocity.ToString ("n2") + "\n";
text += "LinVel = " + m_Body.linearVelocity.ToString ("n2") + "\n";
if (m_ShowRotation)
text += "AngVel = " + m_Body.angularVelocity.ToString ("n2");

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@ -14,7 +14,7 @@ public class Rigidbody2D_QuadraticDrag : MonoBehaviour
void FixedUpdate()
{
// Fetch the body velocity.
var velocity = Body.velocity;
var velocity = Body.linearVelocity;
// Calculate the body speed.
var speed = velocity.magnitude;

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@ -14,7 +14,7 @@ public class Rigidbody2D_VelocityXY : MonoBehaviour
void FixedUpdate()
{
m_Rigidbody.velocityX = velocityX;
m_Rigidbody.velocityY = velocityY;
m_Rigidbody.linearVelocityX = velocityX;
m_Rigidbody.linearVelocityY = velocityY;
}
}

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@ -38,7 +38,7 @@ public class SimpleGroundedController : MonoBehaviour
m_Rigidbody.AddForce(Vector2.up * JumpImpulse, ForceMode2D.Impulse);
// Set sideways velocity.
m_Rigidbody.velocity = new Vector2(m_SideSpeed, m_Rigidbody.velocity.y);
m_Rigidbody.linearVelocity = new Vector2(m_SideSpeed, m_Rigidbody.linearVelocity.y);
// Reset movement.
m_ShouldJump = false;

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@ -27,6 +27,6 @@ public class SliderJoint2D_MotorSpeed : MonoBehaviour
return;
// Set the text to show current values.
m_Text.text = "Motor Speed = " + Mathf.Abs (m_SliderJoint.motor.motorSpeed).ToString ("n1") + "\n" + "Body Speed = " + (m_Body.velocity.magnitude).ToString ("n1");
m_Text.text = "Motor Speed = " + Mathf.Abs (m_SliderJoint.motor.motorSpeed).ToString ("n1") + "\n" + "Body Speed = " + (m_Body.linearVelocity.magnitude).ToString ("n1");
}
}

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@ -1,7 +1,7 @@
{
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.ide.rider": "3.0.28",
"com.unity.ide.rider": "3.0.31",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.audio": "1.0.0",

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@ -14,7 +14,7 @@
"url": "https://packages.unity.com"
},
"com.unity.ide.rider": {
"version": "3.0.28",
"version": "3.0.31",
"depth": 0,
"source": "registry",
"dependencies": {
@ -32,7 +32,7 @@
"url": "https://packages.unity.com"
},
"com.unity.test-framework": {
"version": "1.4.4",
"version": "1.4.5",
"depth": 1,
"source": "registry",
"dependencies": {

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@ -1,2 +1,2 @@
m_EditorVersion: 6000.0.8f1
m_EditorVersionWithRevision: 6000.0.8f1 (fa7102f01711)
m_EditorVersion: 6000.0.18f1
m_EditorVersionWithRevision: 6000.0.18f1 (3699cf869f9b)

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@ -3,6 +3,10 @@ This project contains multiple scenes that are designed to provide both examples
A majority of the scenes rely on Unity Gizmos for presentation of Colliders, Joints, Contacts (etc) rather than renderers so please ensure that the "Gizmos" buttons are selected in both the "Scene" and "Game" views otherwise you may find you cannot see the content.
## Game View
All the examples were designed with the Game window set to 16:9 Aspect. It is recommended that you change the Game window to this so that the Camera correctly displays the examples.
## Branch Names
Each branch represents a specific version of Unity. As features are added in a public release, those features should be represented in that branch and future Unity version branches i.e. branch names of "2019", "2020", "2021" (etc) exist.