public class PositionConvert { /// /// 世界坐标转换为屏幕坐标 /// /// 屏幕坐标 /// <returns></returns> public static Vector2 WorldPointToScreenPoint(Vector3 worldPoint) { // Camera.main 世界摄像机 Vector2 screenPoint = Camera.main.WorldToScreenPoint(worldPoint); return screenPoint; ...
Debug.Log(worldToViewport); ——视口坐标转世界坐标 Vector3 viewportToWord = Camera.main.ViewportToWorldPoint(new Vector3(1, 1, -Camera.main.transform.position.z)); Debug.Log(viewportToWord); ——屏幕坐标转UI坐标 Vector2 mousePos; RectTransformUtility.ScreenPointToLocalPointInRectangle(transform....
_manager = World.DefaultGameObjectInjectionWorld.EntityManager; _blobAssetStore = new BlobAssetStore(); _settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, _blobAssetStore); enemyEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(enemyprefab, _settings); Translati...
//验证手算的 LocalTransformMatrix 是否等于 transform.localToWorldMatrix * transform.parent.worldToLocalMatrixprivatevoidCheckLocalTransformMatrix(){Matrix4x4tsfm_mat=transform.parent.worldToLocalMatrix*transform.localToWorldMatrix;vart_mat=Matrix4x4.TRS(transform.localPosition,Quaternion.identity,Vector3.one)...
// Create a local anchor, perhaps by hit-testing and spawning an object within the sceneVector3 hitPosition =newVector3();#ifUNITY_ANDROID || UNITY_IOSVector2 screenCenter =newVector2(0.5f,0.5f); List<ARRaycastHit> aRRaycastHits =newList<ARRaycastHit>();if(arRaycastManager.Raycast(screen...
Vector3 leftPosition = InputTracking.GetLocalPosition(XRNode.LeftHand); Quaternion leftRotation = InputTracking.GetLocalRotation(XRNode.LeftHand); 注意 上述程式代碼代表控制器的夾板姿勢(使用者持有控制器的位置),這對於在使用者手中轉譯劍或槍,或控制器本身的模型很有用。
local system, depending on what you choose. That’s it at a basic level. After a successful build, the folder you chose will open with either an executable or a Visual Studio solution. Errors will be shown in the console window, so it’s always a good idea ...
表.6Transform组件的成员变量组件名称组件作用position世界坐标中的位置localPosition父对象局部坐标系中的位置enlerAngles世界坐标系中以欧拉角表示的旋转localEulerAngles父对象局部坐标系中的欧拉角right对象在世界坐标系中的右方向up对象在世界坐标系中的上方向forward
LocalToWorld tempEntityPos = GetComponent<LocalToWorld>(target.targetTempentity); translation.Value = tempEntityPos.Position; }).ScheduleParallel(); // 保证ECB system依赖当前这个Job m_EndSimulationEcbSystem.AddJobHandleForProducer(this.Dependency); ...
Local(自身): 使用自身粒子系统的游戏物体的坐标。 World(世界):使用世界坐标。 Custom(制定):使用另一个物体的坐标。当被选物体坐标变化时,粒子也会跟着变化的,比如物体的位移会带动粒子位移,当物体不动时粒子还在原有坐标位置发射。(可以理解为一直在一个位置发射的烟雾,当有物体移动会出现带动,当物体不动烟雾还...