if (_isRotate) { Vector3 originalPosition = _cameraTransform.position; Quaternion originalRotation = _cameraTransform.rotation; _cameraTransform.RotateAround(_targetTransform.position, _targetTransform.up, _rotateSpeed * Input.GetAxis("Mouse X")); _cameraTransform.RotateAround(_targetTransform.position,...
You can override this per Project in the Unity Editor settings. For more information, see Unity Accelerator. Default IP address 设置要使用的缓存服务器的默认 IP 地址。可以在 Unity Editor 设置中根据每个项目覆盖此设置。 Check Connection 单击此按钮尝试连接到远程缓存服务器。Colors...
If you are not sure how to do this, check out this tutorial on adding projects to the Unity Hub. If you see a warning icon next to the Editor version of your project, don’t worry. 选择要展开的图像 This just means that the project was created with a specific version of Unity that...
depth Camera's depth in the camera rendering order. depthTextureMode How and if camera generates a depth texture. eventMask Mask to select which layers can trigger events on the camera. farClipPlane The distance of the far clipping plane from the Camera, in world units. fieldOfView The vertic...
privatePhotoCapture photoCaptureObject =null;voidOnPhotoCaptureCreated(PhotoCapture captureObject){ photoCaptureObject = captureObject; Resolution cameraResolution = PhotoCapture.SupportedResolutions.OrderByDescending((res) => res.width * res.height).First(); CameraParameters c =newCameraParameters(); c....
“ObjectPlacementDefinition” 結構包含一組用來建立這些定義的靜態協助程式函式。 例如,若要尋找放置物件在地板上的位置,您可以使用下列函式。 public static ObjectPlacementDefinition Create_OnFloor(Vector3 halfDims) 除了放置類型之外,您還可以提供一組規則和條件約束。 無法違反規則。 滿足類型和規則的可能放置位置...
(ladderTopCheck.position, 0.1f, ladderTop); //判断是否子顶端 } private void OnTriggerEnter2D (Collider2D other) { if (other.tag == "Ladder") { isLadder = true; transform.GetComponent<Rigidbody2D> ().gravityScale = 0; if (!isLadderTop) { platform.GetComponent<Collider2D> ().enabled =...
using UnityEngine; using UnityEngine.InputSystem; public class Clicker : MonoBehaviour { Camera m_Camera; void Awake() { m_Camera = Camera.main; } void Update() { Mouse mouse = Mouse.current; if (mouse.leftButton.wasPressedThisFrame) { Vector3 mousePosition = mouse.position.ReadValue(); ...
In theHierarchywindow, you can observe that theMain Cameragame object has been converted to anArcGISCameragame object and moved under theArcGISMapgame object. Note At this point, you may want to disableFogin theVolume Profileto see the basemap and data layers you will add. At the end of ...
MRTK should handle the position of the playspace and camera automatically, but it's good to double check: From theHierarchypanel, expand theMixedRealityPlayspaceGameObject and find theMain Camerachild object In theInspectorpanel, find theTransformcomponent and change thePositionto(X: 0, Y: 0, ...