pub struct SurfaceEffector2D {
pub m_ColliderMask: BitField,
pub m_Enabled: u8,
pub m_GameObject: PPtr,
pub m_Speed: f32,
pub m_SpeedVariation: f32,
pub m_ForceScale: Option<f32>,
pub m_UseBounce: Option<bool>,
pub m_UseColliderMask: Option<bool>,
pub m_UseContactForce: Option<bool>,
pub m_UseFriction: Option<bool>,
}Expand description
SurfaceEffector2D is a class of the Unity engine since version 5.0.0f4. Exert from Unity’s scripting documentation: Applies tangent forces along the surfaces of colliders. When the source Collider2D is a trigger, the effector will apply forces whenever the target Collider2D overlaps the source. When the source Collider isn’t a trigger, the effector will apply forces whenever the target Collider2D is in contact with the source only.This effector can be used to create constant speed elevators and moving surfaces.
Fields§
§m_ColliderMask: BitFieldThe mask used to select specific layers allowed to interact with the effector.
m_Enabled: u8Enabled Behaviours are Updated, disabled Behaviours are not.
m_GameObject: PPtrThe game object this component is attached to. A component is always attached to a game object.
PPtr<GameObject>: (5.0.0f4 - 2022.3.2f1)
m_Speed: f32The speed to be maintained along the surface.
m_SpeedVariation: f32The speed variation (from zero to the variation) added to base speed to be applied.
m_ForceScale: Option<f32>The scale of the impulse force applied while attempting to reach the surface speed. f32: (5.0.1f1 - 2022.3.2f1)
m_UseBounce: Option<bool>Should bounce be used for any contact with the surface? bool: (5.0.1f1 - 2022.3.2f1)
m_UseColliderMask: Option<bool>Should the collider-mask be used or the global collision matrix? bool: (5.0.2f1 - 2022.3.2f1)
m_UseContactForce: Option<bool>Should the impulse force but applied to the contact point? bool: (5.0.1f1 - 2022.3.2f1)
m_UseFriction: Option<bool>Should friction be used for any contact with the surface? bool: (5.0.1f1 - 2022.3.2f1)