对于大多数2D游戏,射线检测和Character Controller组件是较为简单且有效的选择; 动画控制器(Animation Controller)来混合不同动画状态 在Unity中使用动画控制器(Animation Controller)来混合不同动画状态,例如行走、奔跑和跳跃,可以通过以下步骤实现: 创建动画控制器:首先,在Unity的Animations > Animator Controllers > Chara...
varmovement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity; movement *= Time.deltaTime; // 移动角色 varcontroller : CharacterController = GetComponent(CharacterController); collisionFlags = controller.Move(movement); // 动画处理 if(_animation) { if(_characterState ...
20. var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity; 21. movement *= Time.deltaTime; 22. // 移动角色 23. var controller : CharacterController = GetComponent(CharacterController); 24. collisionFlags = controller.Move(movement); 25. // 动画处理 26...
Character controller features: (Dynamic) rigid body velocity-based character controller. Capsule body shape. 2D & 3D physics. 2D & 3D movement. Smooth step up and step down (a.k.a ground snapping). The character can walk over any valid slope (you can set the "slope limit" angle). Movin...
var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity; movement *= Time.deltaTime; // 移动角色 var controller : CharacterController = GetComponent(CharacterController); collisionFlags = controller.Move(movement); ...
🧠Why the Third Person Controller? Built for 3rd Person: Optimized and focused for 3rd person perspective Fully Modular: Easily extend, swap, and integrate systems as needed Smooth Character Motion:Procedural animation and platforming built-in Rich Ability System: Plug-and-play abilities like jump...
调整好位置后,首先编写镜头跟随和旋转的脚本,建立脚本CameraMovement, using UnityEngine; public class CameraMovement : MonoBehaviour { public float camSmoothFactor = 1;//建立一个浮点数类型,表示转动的速度 public Quaternion camRotation;//四元数成员变量,表示摄像机转动角度 ...
...使用Transform组件实现角色的平滑移动 在Unity中使用Transform组件实现角色的平滑移动,可以通过以下步骤进行: 获取Transform组件:首先,确保你的角色对象上已经添加了Transform...编写移动脚本:创建一个C#脚本,例如命名为“SmoothMovement”,并将其附加到你的角色对象上。在脚本中,你可以使用transform.position 来控制角色...
首先在Hierarchy视图中选择摄像机组件,接着在导航栏菜单中选择Compont -> Camera-Control ->SmoothFollow脚本。实际意义是将跟随脚本绑定在摄像机之上,目的是主角移动后摄像机也能跟随主角一并移动。如下图所示,脚本绑定完毕后可在右侧监测面板视图中看到Smooth Follow脚本。Target 就是射向摄像机朝向的参照物,这里把...
publicclassCharacterMotorMovement { // The maximum horizontal speed when moving publicfloatmaxForwardSpeed=10.0f; publicfloatmaxSidewaysSpeed=10.0f; publicfloatmaxBackwardsSpeed=10.0f; // Curve for multiplying speed based on slope (negative = downwards) ...