publicboolIsInLayerMask(GameObject obj, LayerMask layerMask) {//根据Layer数值进行移位获得用于运算的Mask值intobjLayerMask =1<<obj.layer;return(layerMask.value & objLayerMask) >0; }
LayerMask mask = 1<<2; 1. 其中<<左边的 1表示有[开启],0表示没有该layer[忽略] 。右边的2表示左移2位即是 layer2层的位置。 开启layer 0和layer 2 LayerMask mask = 1 << 0 | 1 << 2; 1. 开启Layer0 并关闭 Layer2 LayerMask mask = 1 << 0 | 0 << 2 1. 开启Layer Default LaserMa...
LayerMask.NameToLayerLeave feedbackpublic static int NameToLayer(string layerName); Description Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the Tags and Layers manager. Returns -1 if not found....
intLayerBitMask =1<< LayerMask.NameToLayer("Pawn"); RaycastHit Hit; boolbHit = Physics.Raycast(Start, Direction, out Hit, Distance, LayerBitMask); if(bHit) { returnHit.collider.gameObject; } returnnull; } Copy full snippet 虚幻4 C++: APawn*AMyPlayerController::FindPawnCameraIsLookingAt() ...
该优化对于 Physics.RaycastHit()函数来说并不是很好,因为该版本只为射线与之碰撞的第一个对象提供光线碰撞信息,而不管是否使用LayerMask。 提示: 因为RaycastHit和Ray类被Unity引擎的本地内存空间管理,它们实际上不会导致受垃圾回收器关注的内存分配。第8章将学习更多与内存相关的知识。
if (Input.GetKeyUp("space")) { // Check for a Wall. LayerMask mask = LayerMask.GetMask("Wall"); // Check if a Wall is hit. if (Physics.Raycast(transform.position, transform.forward, 20.0f, mask)) { Debug.Log("Fired and hit a wall"); } } } } Note...
What layer mask the 'ground' should be on. ObstacleLayerMask What layer mask 'obstacles' should be on. BoundaryLayerMask What layer ask the 'boundary' of the map should be on. MeshMaterial Optional: the material to apply to the generated mesh ...
int LayerBitMask = 1 << LayerMask.NameToLayer("Pawn"); RaycastHit Hit; bool bHit = Physics.Raycast(Start, Direction, out Hit, Distance, LayerBitMask); if (bHit) { return Hit.collider.gameObject; } return null; } 虚幻4 C++: APawn* AMyPlayerController::FindPawnCameraIsLookingAt() ...
voidFixedUpdate(){// Bit shift the index of the layer (8) to get a bit maskintlayerMask =1<<8;// This would cast rays only against colliders in layer 8.// But instead we want to collide against everything except layer 8. The ~ operator does this, it inverts a bitmask.layerMask ...
int LayerBitMask = 1 << LayerMask.NameToLayer("Pawn"); RaycastHit Hit; bool bHit = Physics.Raycast(Start, Direction, out Hit, Distance, LayerBitMask); if (bHit) { return Hit.collider.gameObject; } return null; } UE4 C++: APawn* AMyPlayerController::FindPawnCameraIsLookingAt() ...