2.Unity官方的Character Controller# 直接给角色加入Character Controller组件,在脚本中Get到Character Controller,调用.isGrounded即可,但是实际效果让人失望 因为.isGrounded是当角色移动的时候才会检测是否着地的,也就是说它只能在调用simplemove(和move等移动函数)时,判断isGrounded(是否着地) 这时播放一些动画会导致判断在tr...
在项目中引入Character Controller(Asset->Import Asset),就可以将角色控制器组件导入我们的项目了。 第一人称控制器 经典的游戏CS就是第一人称视角的,摄像机就是我们的视角。人物的移动,导致视角的移动。(源码first.unity) 1.删除默认的摄像机 2.新建一个地形Terrain 3.从角色控制器组件中引入 First Person Contro...
假设仅仅是单纯控制玩家的移动,那么用Character Controller足够了。假设还涉及到视角的切换。Unity提供了相关的组件。在项目中引入Character Controller(Asset->Import Asset),就能够将角色控制器组件导入我们的项目了。 第一人称控制器 经典的游戏CS就是第一人称视角的,摄像机就是我们的视角。人物的移动,导致视角的移动。
2.Unity官方的Character Controller 直接给角色加入Character Controller组件,在脚本中Get到Character Controller,调用.isGrounded即可,但是实际效果让人失望 因为.isGrounded是当角色移动的时候才会检测是否着地的,也就是说它只能在调用simplemove(和move等移动函数)时,判断isGrounded(是否着地) 这时播放一些动画会导致判断在true...
if(!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping =false; } // 刚跳起的情况 if(!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) ...
// Update is called once per frame private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) ...
代码如下: private CharacterController cc; public float speed = 4; vo ...
// Update is called once per frame private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) ...
先看看官方解释 SimpleMove Moves the character with speed. Velocity along the y-axis is ignored. Speed is in meters/s. Gravity is automatically applied. Returns if the character is grounded. It is recommended that you make only one call to Move or SimpleMove per frame. ...
if(!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping =false; } // 刚跳起的情况 if(!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) ...