统一 OnCollisionExit() 不工作

Unity OnCollisionExit() not working

我有一个玩家对象和一个名为 StartRamp 的坡道。我正在使用下面的代码来改变我的球员的位置和旋转到坡道外的表面。当我的玩家离开坡道时,我想将 x 轴上的玩家旋转更改为仅在 50,-50 之间。

但是当 surface 为 false 时我的 else 语句不是 运行。这让我觉得我的 OnCollisionExit() 是错误的。有人可以帮助我吗?

Script with following code is attached to player object

private void OnCollisionStay(Collision collision)
{
    if(collision.gameObject.name == "StartRamp"){
        surface = true;
    }
}
private void OnCollisionExit(Collision collision)
{
    if (collision.gameObject.name != "StartRamp")
    {
        surface = false;
    }
}

public void playerToSurface(){

    if (surface == true){ // Change Position When On Ramp

        Ray ray = new Ray(transform.position, -transform.up);
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit, 1.5f) == true)
        {
            Debug.DrawLine(transform.position, hit.point, Color.green);
            rotCur = Quaternion.FromToRotation(transform.up, hit.normal) * transform.rotation;
            posCur = new Vector3(transform.position.x, hit.point.y, transform.position.z);
            grounded = true;
        }
        else
        {
            grounded = false;
        }
        if (grounded == true)
        {
            transform.rotation = Quaternion.Lerp(transform.rotation, rotCur, Time.deltaTime * 5);
        }
        else
        {
            transform.position = Vector3.Lerp(transform.position, transform.position - Vector3.up * 1f, Time.deltaTime * 5);
        }

    }else{ // Change Position When Off Ramp

        Debug.Log("Player is off ramp.\n");

    }
}

// Update player position to ground
private void Update()
{
    playerToSurface();
}

由于 OnCollisionExit 正在寻找您不再联系的对撞机,而不是任何您不联系的人,您应该说对象名称 startramp,不是不是

private void OnCollisionExit(Collision collision)
{
if (collision.gameObject.name == "StartRamp")
    {
        surface = false;
    }
}

我做了这个,它在 unity 中运行良好。

private void OnCollisionExit(Collision collision)
{
    if (collision.gameObject.name == "StartRamp")
    {
        surface.SetActive(false);
    }
}