From b41ee35cd435bb64b23f83dde3a0e9278bba6127 Mon Sep 17 00:00:00 2001 From: BobSong <605277374@qq.com> Date: Wed, 25 Feb 2026 00:07:57 +0800 Subject: [PATCH] =?UTF-8?q?=E7=BB=99=E7=BA=BF=E5=8A=A0=E5=85=A5=E9=A3=8E?= =?UTF-8?q?=E5=8A=9B=E5=92=8C=E7=A9=BA=E6=B0=94=E9=98=BB=E5=8A=9B=E7=9B=B8?= =?UTF-8?q?=E5=85=B3=E9=80=BB=E8=BE=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/AssetCaches.asset | 4 +- Assets/ResRaw/Maps/Map1/Map1.unity | 160 ++++++++++++------ .../Line/fishing line float set.prefab | 12 +- Assets/Scripts/Demo/SceneSettings.cs | 2 +- Assets/Scripts/Fishing/Player/FPlayer.cs | 7 + .../Player/States/PlayerStateFishing.cs | 2 +- Assets/Scripts/Fishing/Rope/Rope.cs | 154 ++++++++++++++--- Fishing2.sln.DotSettings.user | 1 + ProjectSettings/DynamicsManager.asset | 8 +- ProjectSettings/TagManager.asset | 2 +- UserSettings/EditorUserSettings.asset | 4 +- 11 files changed, 264 insertions(+), 92 deletions(-) diff --git a/Assets/AssetCaches.asset b/Assets/AssetCaches.asset index 3943a116e..aeaf1845f 100644 --- a/Assets/AssetCaches.asset +++ b/Assets/AssetCaches.asset @@ -41538,8 +41538,8 @@ MonoBehaviour: Dependencies: [] Tags: - 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m_WindMain: 0.25 - m_WindTurbulence: 0.25 + m_WindMain: 1 + m_WindTurbulence: 0 m_WindPulseMagnitude: 0.5 m_WindPulseFrequency: 0.01 --- !u!1 &155834305 @@ -541,7 +589,8 @@ Transform: m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 - m_Children: [] + m_Children: + - {fileID: 2034802496} m_Father: {fileID: 965921865900907107} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!114 &718680768 @@ -1381,54 +1430,6 @@ Transform: m_Children: [] m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} ---- !u!21 &1769569826 -Material: - serializedVersion: 8 - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: Enviro/Skybox - m_Shader: {fileID: 4800000, guid: 34fee0a1b19b20b45aea7483b5f757da, type: 3} - m_Parent: {fileID: 0} - m_ModifiedSerializedProperties: 0 - m_ValidKeywords: [] - m_InvalidKeywords: [] - m_LightmapFlags: 4 - m_EnableInstancingVariants: 0 - 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component: {fileID: 2034802496} + - component: {fileID: 2034802497} + m_Layer: 4 + m_Name: WaterCollider + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &2034802496 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 2034802495} + serializedVersion: 2 + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 250, y: 0, z: 250} + m_LocalScale: {x: 500, y: 1, z: 500} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 718680767} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!65 &2034802497 +BoxCollider: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 2034802495} + m_Material: {fileID: 0} + m_IncludeLayers: + serializedVersion: 2 + m_Bits: 0 + m_ExcludeLayers: + serializedVersion: 2 + m_Bits: 0 + m_LayerOverridePriority: 0 + m_IsTrigger: 0 + m_ProvidesContacts: 0 + m_Enabled: 1 + serializedVersion: 3 + m_Size: {x: 1, y: 0.5, z: 1} + m_Center: {x: 0, y: -0.27, z: 0} --- !u!1 &2079119365 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab b/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab index 940aed557..5b4df8b76 100644 --- a/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab +++ b/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab @@ -11,7 +11,7 @@ GameObject: - component: {fileID: 4439867113915692} - component: {fileID: 114581403422500557} - component: {fileID: 991521994724602848} - m_Layer: 0 + m_Layer: 19 m_Name: Fishing Line m_TagString: Untagged m_Icon: {fileID: 0} @@ -61,7 +61,7 @@ MonoBehaviour: headMinLen: 0.01 collisionMask: serializedVersion: 2 - m_Bits: 0 + m_Bits: 24 constrainToGround: 1 groundMask: serializedVersion: 2 @@ -74,7 +74,7 @@ MonoBehaviour: waterRadius: 0.01 renderSubdivisions: 6 smooth: 1 - lineWidth: 0.01 + lineWidth: 0.005 --- !u!120 &991521994724602848 LineRenderer: serializedVersion: 2 @@ -101,7 +101,7 @@ LineRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 0} + - {fileID: 2100000, guid: 95a26dca51ebe9c4da5949631fa36027, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -690,7 +690,7 @@ MonoBehaviour: waterRadius: 0.01 renderSubdivisions: 6 smooth: 1 - lineWidth: 0.01 + lineWidth: 0.005 --- !u!120 &484878994603287356 LineRenderer: serializedVersion: 2 @@ -717,7 +717,7 @@ LineRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 0} + - {fileID: 2100000, guid: 95a26dca51ebe9c4da5949631fa36027, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 diff --git a/Assets/Scripts/Demo/SceneSettings.cs b/Assets/Scripts/Demo/SceneSettings.cs index 1cf8175a6..0920bd7c7 100644 --- a/Assets/Scripts/Demo/SceneSettings.cs +++ b/Assets/Scripts/Demo/SceneSettings.cs @@ -86,7 +86,7 @@ public class SceneSettings : MonoBehaviour private void UpdateTimeOfDay() { var p = GameTimer.GetGameDayProgress(); - p = 0; + // p = 0; // Debug.Log(p); EnviroManager.instance.Time.SetTimeOfDay(p * 24f); // if(AzureCoreSystem) diff --git a/Assets/Scripts/Fishing/Player/FPlayer.cs b/Assets/Scripts/Fishing/Player/FPlayer.cs index 224d7e276..38011bee8 100644 --- a/Assets/Scripts/Fishing/Player/FPlayer.cs +++ b/Assets/Scripts/Fishing/Player/FPlayer.cs @@ -51,12 +51,19 @@ namespace NBF } private void Update() + { + + } + + private void LateUpdate() { UpdateMove(); Fsm?.Update(); Data.EyeAngle = GameUtils.GetVerticalAngle(transform, FppLook); } + + private void OnDestroy() { diff --git a/Assets/Scripts/Fishing/Player/States/PlayerStateFishing.cs b/Assets/Scripts/Fishing/Player/States/PlayerStateFishing.cs index cd02a6bc8..af06c6a90 100644 --- a/Assets/Scripts/Fishing/Player/States/PlayerStateFishing.cs +++ b/Assets/Scripts/Fishing/Player/States/PlayerStateFishing.cs @@ -67,7 +67,7 @@ namespace NBF // Debug.Log($"addNum={addNum}"); Player.ModelAsset.PlayerAnimator.FishingUp += addNum; - Debug.LogError($"ishingFinal={Player.ModelAsset.PlayerAnimator.FishingUp}"); + // Debug.LogError($"ishingFinal={Player.ModelAsset.PlayerAnimator.FishingUp}"); if (Player.ModelAsset.PlayerAnimator.FishingUp >= 1) { Player.ModelAsset.PlayerAnimator.FishingUp = 1; diff --git a/Assets/Scripts/Fishing/Rope/Rope.cs b/Assets/Scripts/Fishing/Rope/Rope.cs index 25380c5ac..15b948c6f 100644 --- a/Assets/Scripts/Fishing/Rope/Rope.cs +++ b/Assets/Scripts/Fishing/Rope/Rope.cs @@ -41,11 +41,10 @@ public class Rope : MonoBehaviour [Header("Head Segment Clamp")] [Tooltip("第一段(起点->第1节点)允许的最小长度,避免收线时第一段被压到0导致数值炸")] [SerializeField, Min(0.0001f)] private float headMinLen = 0.01f; - - [Header("Collision Filter")] - [SerializeField, Tooltip("只对这些Layer进行物理检测(Raycast/SphereCast等)。不在这里的层完全不检测。")] + + [Header("Collision Filter")] [SerializeField, Tooltip("只对这些Layer进行物理检测(Raycast/SphereCast等)。不在这里的层完全不检测。")] private LayerMask collisionMask = ~0; - + [Header("Simple Ground/Water Constraint (Cheap)")] [SerializeField] private bool constrainToGround = true; @@ -61,6 +60,32 @@ public class Rope : MonoBehaviour [Header("Render (High Resolution)")] [SerializeField, Min(1), Tooltip("每段物理线段插值加密的数量(越大越顺,越耗)")] private int renderSubdivisions = 6; + + [Header("Air / Wind (For Fishing Line Feel)")] + [SerializeField, Range(0f, 5f), Tooltip("空气线性阻力(越大越不飘,空中更自然)")] + private float airDrag = 0.9f; + + [SerializeField, Range(0f, 2f), Tooltip("横向额外阻力(减少左右飘得太夸张)")] + private float airDragXZ = 0.6f; + + [SerializeField, Tooltip("风方向(世界空间)")] + private Vector3 windDir = new Vector3(1f, 0f, 0f); + + [SerializeField, Range(0f, 10f), Tooltip("基础风强度(m/s 级别的感觉)")] + private float windStrength = 0.3f; + + [SerializeField, Range(0f, 2f), Tooltip("阵风幅度(0=无阵风)")] + private float windGust = 0.25f; + + [SerializeField, Range(0.1f, 5f), Tooltip("阵风频率")] + private float windFreq = 1.2f; + + [Header("Bending (Smooth Curve)")] + [SerializeField, Range(0f, 1f), Tooltip("抗折/弯曲刚度(0=完全不抗折,0.1~0.3 比较像鱼线)")] + private float bendStiffness = 0.18f; + + + [SerializeField, Tooltip("是否使用 Catmull-Rom 平滑(推荐开启)")] private bool smooth = true; @@ -98,7 +123,7 @@ public class Rope : MonoBehaviour AllocateAndInitNodes(); RebuildRenderBufferIfNeeded(); } - + private FRod _rod; public void Init(FRod rod) @@ -121,7 +146,7 @@ public class Rope : MonoBehaviour maxPhysicsNodes = Mathf.Max(maxPhysicsNodes, minPhysicsNodes); headMinLen = Mathf.Max(headMinLen, 0.0001f); - + // 如果你希望只用一个mask控制,避免 groundMask 忘了配 if (groundMask == ~0) groundMask = collisionMask; @@ -137,15 +162,6 @@ public class Rope : MonoBehaviour private void AllocateAndInitNodes() { - // 若锚点存在:最小长度就是两锚点直线距离 + minSlack(防抖) - // if (startAnchor && endAnchor) - // { - // float minFeasible = Vector3.Distance(startAnchor.position, endAnchor.position) + minSlack; - // minFeasible -= 0.2f; - // currentLength = Mathf.Max(currentLength, minFeasible); - // targetLength = Mathf.Max(targetLength, minFeasible); - // } - physicsNodes = Mathf.Clamp(ComputeDesiredNodes(currentLength), 2, maxPhysicsNodes); pCurr = new Vector3[physicsNodes]; pPrev = new Vector3[physicsNodes]; @@ -180,7 +196,7 @@ public class Rope : MonoBehaviour { targetLength = Mathf.Max(0f, lengthMeters); } - + public float GetCurrentLength() => currentLength; public float GetTargetLength() => targetLength; @@ -195,8 +211,8 @@ public class Rope : MonoBehaviour return 0; } - - private void FixedUpdate2() + + private void FixedUpdate() { if (!startAnchor || !endAnchor) return; @@ -212,6 +228,7 @@ public class Rope : MonoBehaviour for (int it = 0; it < iterations; it++) { SolveDistanceConstraints_HeadOnly(); + SolveBendConstraint(); LockAnchorsHard(); } @@ -221,10 +238,19 @@ public class Rope : MonoBehaviour LockAnchorsHard(); } + private void LateUpdate() { + if (!startAnchor || !endAnchor || pCurr == null || physicsNodes < 2) return; + + int last = physicsNodes - 1; + Vector3 s = startAnchor.transform.position; + Vector3 e = endAnchor.transform.position; + + pCurr[0] = s; pPrev[0] = s; // ✅ 关键:同步 pPrev + pCurr[last] = e; pPrev[last] = e; // ✅ 关键:同步 pPrev + DrawHighResLine(); - FixedUpdate2(); } private void UpdateLengthSmooth() @@ -348,18 +374,69 @@ public class Rope : MonoBehaviour private void Simulate() { float dt = Time.fixedDeltaTime; + float invDt = 1f / Mathf.Max(dt, 1e-6f); + + // 风方向归一化(避免填了0向量导致NaN) + Vector3 wDir = windDir; + if (wDir.sqrMagnitude < 1e-6f) wDir = Vector3.right; + wDir.Normalize(); for (int i = 0; i < physicsNodes; i++) { - Vector3 v = (pCurr[i] - pPrev[i]) * velocityDampen; - pPrev[i] = pCurr[i]; + // Verlet 速度(由当前位置和上一帧位置推出来) + Vector3 vel = (pCurr[i] - pPrev[i]) * invDt; - pCurr[i] += v; - pCurr[i] += gravity * dt; + // 先做“惯性推进” + Vector3 next = pCurr[i] + (pCurr[i] - pPrev[i]) * velocityDampen; + + // 加速度 = 重力 + 空气阻力 + 风(相对速度) + Vector3 acc = gravity; + + // --- 空气阻力(与速度成正比)--- + // drag = -vel * airDrag,并且横向更强一点 + Vector3 drag = -vel * airDrag; + drag.x *= (1f + airDragXZ); + drag.z *= (1f + airDragXZ); + acc += drag; + + // --- 风(让线在空中不那么“只会垂直掉”)--- + if (i != 0 && i != physicsNodes - 1 && windStrength > 0f) + { + float t = Time.time; + float gust = 1f + Mathf.Sin(t * windFreq + i * 0.35f) * windGust; + + // windVel:风希望空气把线速度拉向这个“风速” + Vector3 windVel = wDir * (windStrength * gust); + + // 相对风:让加速度朝 (windVel - vel) 方向 + // 系数越大,越“被风带着走” + acc += (windVel - vel) * 0.5f; + } + + // Verlet:位置 += acc * dt^2 + pPrev[i] = pCurr[i]; + pCurr[i] = next + acc * (dt * dt); } + // 物理步末尾硬锁端点 LockAnchorsHard(); } + + // private void Simulate() + // { + // float dt = Time.fixedDeltaTime; + // + // for (int i = 0; i < physicsNodes; i++) + // { + // Vector3 v = (pCurr[i] - pPrev[i]) * velocityDampen; + // pPrev[i] = pCurr[i]; + // + // pCurr[i] += v; + // pCurr[i] += gravity * dt; + // } + // + // LockAnchorsHard(); + // } private void LockAnchorsHard() { @@ -367,7 +444,7 @@ public class Rope : MonoBehaviour float dt = Time.fixedDeltaTime; Vector3 s = startAnchor.position; Vector3 e = endAnchor.position; - + pCurr[0] = s; pPrev[0] = s - startAnchor.linearVelocity * dt; @@ -399,6 +476,35 @@ public class Rope : MonoBehaviour pCurr[i + 1] -= corr * 0.5f; } } + + private void SolveBendConstraint() + { + if (bendStiffness <= 0f) return; + if (physicsNodes < 3) return; + + // bendStiffness 在迭代里用太大很容易爆,先做一个安全钳制 + float kBase = Mathf.Clamp01(bendStiffness); + + for (int i = 1; i < physicsNodes - 1; i++) + { + // 端点不要动(你本来就没动,这里保持) + if (i == 0 || i == physicsNodes - 1) continue; + + Vector3 mid = (pCurr[i - 1] + pCurr[i + 1]) * 0.5f; + + float k = kBase; + if (i <= 2) k *= 1.25f; // 靠近竿尖稍微更“直”一点 + + Vector3 old = pCurr[i]; + Vector3 newPos = Vector3.Lerp(old, mid, k); + + Vector3 delta = newPos - old; + + // ✅ 关键:同样把 pPrev 挪过去,避免“凭空制造速度” + pCurr[i] = newPos; + pPrev[i] += delta; + } + } private void ConstrainToGroundAndWater() { diff --git a/Fishing2.sln.DotSettings.user b/Fishing2.sln.DotSettings.user index b32fff8bc..7e156499c 100644 --- a/Fishing2.sln.DotSettings.user +++ b/Fishing2.sln.DotSettings.user @@ -61,6 +61,7 @@ ForceIncluded ForceIncluded ForceIncluded + ForceIncluded ForceIncluded ForceIncluded ForceIncluded diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset index ae5cdd46e..6b3f90f27 100644 --- a/ProjectSettings/DynamicsManager.asset +++ b/ProjectSettings/DynamicsManager.asset @@ -3,7 +3,7 @@ --- !u!55 &1 PhysicsManager: m_ObjectHideFlags: 0 - serializedVersion: 19 + serializedVersion: 20 m_Gravity: {x: 0, y: -9.81, z: 0} m_DefaultMaterial: {fileID: 0} m_BounceThreshold: 2 @@ -17,7 +17,7 @@ PhysicsManager: m_EnableAdaptiveForce: 0 m_ClothInterCollisionDistance: 0.1 m_ClothInterCollisionStiffness: 0.2 - m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_LayerCollisionMatrix: efffffffefffffffefffffffefffffffc020bbffefffffffffffffffffffffffefffffffefffffffefffffffefffffffefffffffffffffffefffffffefffffffffffffffffffffffefffffffffffffffffffffffffffffffefffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_SimulationMode: 0 m_AutoSyncTransforms: 0 m_ReuseCollisionCallbacks: 1 @@ -26,6 +26,10 @@ PhysicsManager: m_ClothGravity: {x: 0, y: -9.81, z: 0} m_ContactPairsMode: 0 m_BroadphaseType: 0 + m_WorldBounds: + m_Center: {x: 0, y: 0, z: 0} + m_Extent: {x: 256, y: 256, z: 256} + m_WorldSubdivisions: 8 m_FrictionType: 0 m_EnableEnhancedDeterminism: 0 m_ImprovedPatchFriction: 0 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index c69dea718..e6060ad72 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -43,7 +43,7 @@ TagManager: - - - Boat - - + - Line - - - Preview diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 9581ee736..dda36e267 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -30,10 +30,10 @@ EditorUserSettings: value: 5409035450035e0e0c5d5a7a13770a40454e4f722f7f24347e2d1f30b0b76360 flags: 0 RecentlyUsedSceneGuid-7: - value: 5309035757065a0a54575f7216265c4444151d28792e72627d2f1935bbb8673a + value: 07060c5454040c0a545b547240700a441216417e7f2e7268752c4966b4b0663d flags: 0 RecentlyUsedSceneGuid-8: - value: 07060c5454040c0a545b547240700a441216417e7f2e7268752c4966b4b0663d + value: 5309035757065a0a54575f7216265c4444151d28792e72627d2f1935bbb8673a flags: 0 RecentlyUsedSceneGuid-9: value: 5505015f5c515a085f5b092149760f441716407a787d7564287b1b36e7e1366e