F浮 = ρ液gV排
创建一个平面,为了让它透明,将其翻转180度,使其正面朝下
再将其默认的Mesh Collider移除,替换成Box Collider,并将其设置为触发器
将其包围盒的高度至足够大,然后将平面的大小调整到与海平面一致
最后给平面添加脚本,配置相关参数:
ρ 液体密度
G 重力加速度
Sea Level 海平面高度
如果物体要受到浮力作用,则需要给它添加碰撞体和刚体。
物体的质量不能设置得太大,因为它的密度(ρ = m / V )要比水小才能浮起来。
using UnityEngine;
public class Buoyancy : MonoBehaviour
{
public float ρ = 1;
public float g = 9.81f;
public float SeaLevel = 3;
private void OnTriggerStay(Collider collision)
{
if (collision != null)
{
collision.attachedRigidbody.velocity =
new Vector3(collision.attachedRigidbody.velocity.x,
Mathf.Lerp(collision.attachedRigidbody.velocity.y,0,0.01f),
collision.attachedRigidbody.velocity.z);
float Depth = SeaLevel - collision.transform.position.y + collision.bounds.extents.y;
float LengthBesideWater = Mathf.Clamp(Depth,0,collision.bounds.size.y);
float V = collision.bounds.size.x * LengthBesideWater * collision.bounds.size.z;
collision.attachedRigidbody.AddForce(new Vector3(0, ρ * g * V, 0),ForceMode.Force);
}
}
}