<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>地表脚步反馈 on PlumePHP</title><link>https://plumephp.com/tags/%E5%9C%B0%E8%A1%A8%E8%84%9A%E6%AD%A5%E5%8F%8D%E9%A6%88/</link><description>Recent content in 地表脚步反馈 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Sat, 04 Apr 2026 14:28:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E5%9C%B0%E8%A1%A8%E8%84%9A%E6%AD%A5%E5%8F%8D%E9%A6%88/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot 地表脚步反馈：声音、粒子和手感要从同一个 Surface 来</title><link>https://plumephp.com/godot-surface-footstep-response-2026/</link><pubDate>Sat, 04 Apr 2026 14:28:00 +0800</pubDate><guid>https://plumephp.com/godot-surface-footstep-response-2026/</guid><description>&lt;p&gt;脚步声和落地特效是很小的反馈，但它们能显著提升场景可信度。草地应该有松软声音，木板要有清脆脚步，水洼需要溅水粒子，金属地面可能更滑。问题是，很多项目把这些反馈写散：音效按区域判断，粒子按材质名判断，移动摩擦又在角色脚本里写。结果同一块地面在不同系统里被识别成三种东西。&lt;/p&gt;</description></item></channel></rss>