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      • 슀크립트 심화 κ°•μ’Œ
        • 1. 슀크립트의 μ’…λ₯˜, 호좜 μˆœμ„œ, 호좜, 톡신
        • 2. 동기화, νŒŒλΌλ―Έν„°, μ˜ˆμ™Έμ‚¬ν•­
        • 3. λ””ν† λžœλ“œλ‘œ 루아 ν™œμš©ν•˜κΈ°
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  • Physics
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  • μ‚¬μš© κ°€λŠ₯ν•œ λΆ€λͺ¨ 였브젝트 κΈ°λŠ₯λ“€
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  • ν•¨μˆ˜

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  1. API Reference
  2. Client

Physics

Physics

μ›”λ“œ 객체에 λŒ€ν•΄ 물리 κ΄€λ ¨ 섀정을 μ²˜λ¦¬ν•˜λŠ” κ°μ²΄μ—μš”.

ν•¨μˆ˜

void SetSimulatePhysics(bool bSimulatePhysics)

ν΄λΌμ΄μ–ΈνŠΈ 였브젝트의 물리의 적용 μ—¬λΆ€λ₯Ό μ •ν•  수 μžˆμ–΄μš”. (물리 적용 μ—¬λΆ€)

-- μƒ˜ν”Œ --

local cube = Workspace.Cube
cube.Physics:SetSimulatePhysics(true) --였브젝트의 물리λ₯Ό μ„€μ •ν•΄μš”.

μ‚¬μš© κ°€λŠ₯ν•œ λΆ€λͺ¨ 였브젝트 κΈ°λŠ₯λ“€

속성

이름

μ„€λͺ…

ν˜„μž¬ 물리 μ†λ„μ—μš”.

λΆ€ν”Όλ‘œ μ§ˆλŸ‰μ„ μžλ™ κ³„μ‚°ν•΄μš”.

μ§ˆλŸ‰ κ°’μ΄μ—μš”.

μ„ ν˜• 감쇠 κ°’μ΄μ—μš”.

νšŒμ „ 감쇠 κ°’μ΄μ—μš”.

마찰λ ₯ κ°’μ΄μ—μš”. 였브젝트의 ν‘œλ©΄ 물리 마찰λ ₯을 μ„€μ •ν•  수 μžˆμ–΄μš”. μ–ΌμŒνŒμ—μ„œ 곡이 λ―Έλ„λŸ¬μ§€λŠ” 정도λ₯Ό μ„€μ •ν•  수 μžˆλŠ” κ°’μ΄μ—μš”(0 ~ 1의 λ²”μœ„). 0에 κ°€κΉŒμšΈμˆ˜λ‘ 잘 λ―Έλ„λŸ¬μ Έμš”.

탄성 κ°’μ΄μ—μš”. 였브젝트의 탄성 값을 μ„€μ •ν•  수 μžˆμ–΄μš”. 곡이 탱탱볼 처럼 λͺ‡λ²ˆ νŠ•κΈ°λ‹€κ°€ λ©ˆμΆ”λ„λ‘ ν•˜λŠ” μ„€μ •κ°’μ΄μ—μš”(0 ~ 1의 λ²”μœ„). 1에 κ°€κΉŒμšΈμˆ˜λ‘ 탄성이 더 μ»€μ Έμš”.

밀도 κ°’μ΄μ—μš”. 였브젝트의 밀도 값을 μ„€μ •ν•  수 μžˆμ–΄μš”(0 ~ 1의 λ²”μœ„). 1에 κ°€κΉŒμšΈμˆ˜λ‘ 물체가 더 단단해지고 λ¬΄κ±°μ›Œμ Έμš”.

이벀트

이름

μ„€λͺ…

ν•¨μˆ˜

이름

μ„€λͺ…

객체에 물리 νž˜μ„ μΆ”κ°€ν•  수 μžˆμ–΄μš”. (νž˜μ„ κ°€ν•  Vector κ°’)

객체의 물리 벑터λ₯Ό 0으둜 μ΄ˆκΈ°ν™”ν•΄μš”.

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