To detect the mouse button states we can useInput.GetMouseButton,Input.GetMouseButtonDownandInput.GetMouseButtonUp. We have to provide a mouse button value as an argument for the method. In the legacy input mod
However, it detects whether the player is using joystick or mouse (if Detect Mouse Control is ticked). If using joystick, it keeps the cursor hidden if Control Cursor State is ticked, and when Dialogue System UIs are visible it ensures that a UI element is always focused so the player ...
voidUpdate (){if(Input.GetMouseButton(0)){//从摄像机发出到点击坐标的射线Ray ray =Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hitInfo;if(Physics.Raycast(ray,outhitInfo)){//划出射线,只有在scene视图中才能看到Debug.DrawLine(ray.origin,hitInfo.point); GameObject gameObj=hitInfo.co...
Add the following variables that you’ll use to control the Heroic Cube’s movement and rotation speed below the #pragma line: var speed : float = 3.0; var rotateSpeed : float = 10.0; Replace the empty Update() function with the following: function Update () { // Detect mouse left cli...
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• Camera Zoom/Height,Mouse or keyboard zoom,Vertical rise and fall • Focus target,Press F to focus the target,And there are focused event callbacks • Click or double - click the selected object(To choose from) • Whether to detect the UI. The camera control function is not trigge...
Classic point-and-click narrative adventures were designed primarily for a pointer controller, such as a mouse. However, we needed to make it possible for players to navigate Out of Circulation using a wide range of input controls, such as buttons, or assistive technology, such as a screen re...
Input is a utility class that contains stuff to detect the player's input. This can be anything from button presses to mouse movement to joystick motion. The GetButtonDown method can be used to check whether the user just pressed down a key associated with some button or action. Correspondi...
}else if (movement.x < 0) { transform.localScale = new Vector3(-1, 1, 1); } //玩家在探测范围内时,追踪玩家 if(Mathf.Sqrt(Mathf.Pow(rb.transform.position.x - player.transform.position.x, 2) + Mathf.Pow(rb.transform.position.y - player.transform.position.y, 2)) <= detectDistance...
Now, let us set up the method to detect the object being clicked. MonoBehaviour gives us just the method we need for it, named OnMouseDown. The method is called whenever the mouse clicks in the range of a collider of that gameObject....