当两个对象的碰撞器相交时,它们之间会发生碰撞,并且可以通过刚体组件来模拟碰撞的反应。 在移动到RaycastHit点时,可以使用Physics.Raycast方法来进行射线检测,该方法会返回一个RaycastHit结构体,其中包含了射线与碰撞器相交的信息,包括碰撞点、碰撞法线等。通过判断射线与碰撞器的相交情况,...
Ray ray =newRay(transform.position, transform.forward); 2.RaycastHit 1RaycastHit hitInfo; 它的结构体如下: 1publicstructRaycastResult2{3//4//Fields5//6publicBaseRaycaster module;//BaseInputModule that raised the hit.78publicfloatdistance;//Distance to the hit.910publicfloatindex;//Hit index.1...
Thisfunction returns aRaycastHitobjectwithareferencetotheColliderthatishitbytheray(theColliderproperty of the result will beNULLifnothing was hit).函数返回一个RaycastHit对象,该对象引用了射线命中的碰撞(如果未命中任何对象,则结果的碰撞体属性将为NULL)。ThelayerMask can be used to detect objects selectively...
通过RaycastHit.normal就可以实现这一点,以下是具体的实现代码: C#脚本: public void SetPosition (RaycastHit hit) { m_ReticleTransform.position = hit.point; m_ReticleTransform.localScale = m_OriginalScale * hit.distance; // If the reticle should use the normal of what has been hit… if (m_Use...
RaycastHit.rigidbodypublic Rigidbody rigidbody ; 描述 命中的碰撞体的 Rigidbody。如果该碰撞体未附加到刚体,则值为 /null/。 using UnityEngine;public class Example : MonoBehaviour { // Apply a force to a clicked rigidbody object. // The force applied to an object when hit. float hitForce;...
(outsourceGripPosition, InteractionSourceNode.Pointer)) && (sourcePose.TryGetRotation(outsourceGripRotation, InteractionSourceNode.Pointer))) { RaycastHit raycastHit;if(Physics.Raycast(sourceGripPosition, sourceGripRotation * Vector3.forward,outraycastHit,10)) {vartargetObject = raycastHit.collider....
(outsourceGripPosition, InteractionSourceNode.Pointer)) && (sourcePose.TryGetRotation(outsourceGripRotation, InteractionSourceNode.Pointer))) { RaycastHit raycastHit;if(Physics.Raycast(sourceGripPosition, sourceGripRotation * Vector3.forward,outraycastHit,10)) {vartargetObject = raycastHit.collider....
在更新方法中,一旦检测到hit.point位置// 0在哪里,就可以检查是否瞄准了一个立方体或不是// 1。我...
(Physics.Raycast(ray, out raycastHit))//射线检测:如果和其他物体碰撞,就发射子弹 { Rigidbody bullet = Instantiate<Rigidbody>(bullet_rigidbody);//定义子弹刚体,然后克隆一个子弹 //此处不用bullet.position,而是bullet.transform.position,两者有区别 bullet.transform.position = Camera.main.transform.position...
(outsourceGripPosition, InteractionSourceNode.Pointer)) && (sourcePose.TryGetRotation(outsourceGripRotation, InteractionSourceNode.Pointer))) { RaycastHit raycastHit;if(Physics.Raycast(sourceGripPosition, sourceGripRotation * Vector3.forward,outraycastHit,10)) {vartargetObject = raycastHit.collider....