/// <returns></returns> public GameObject GetOverUIobj(GameObject canvas) { PointerEventData pointerEventData = new PointerEventData(EventSystem.current); pointerEventData.position = Input.mousePosition; GraphicRaycaster gr = canvas.GetComponent<GraphicRaycaster>(); List<RaycastResult> results = new List...
MaterialPropertyBlock prop; public GameObject prefabWeapon; [Command] void spawnWeapon(){ GameObject tmp = GameObject.Instantiate(prefabWeapon); NetworkServer.Spawn(tmp); tmp.transform.position = new Vector3(transform.position.x, transform.position.y+2, transform.position.z); } private void Start()...
[0]; hitPosition = hit.pose.position; }#elifWINDOWS_UWP || UNITY_WSARaycastHit hit;if(this.TryGazeHitTest(outhit)) { hitPosition = hit.point; }#endifQuaternion rotation = Quaternion.AngleAxis(0, Vector3.up);this.localAnchor = GameObject.Instantiate(/* some prefab */, hitPosition, ...
所有按鈕物件都會建立為空白 GameObject 的子系。 請將此父物件視為所有按鈕物件的容器。 此結構可作為您預製物件的組織。現在您將使用 MRTK 提供的指令碼,從頭開始建立可顯示玩家姓名和相片的按鈕。重要 為確保您將建立的物件不會與專案指令碼產生衝突,請依照本課程模組所述來命名所有物件。
positions[1] = Lposition; line.transform.position = model.transform.position ; line.SetPositions(positions); }//显示文字publicvoidSetText(string value){ text.text = value; }//图片消失publicvoidSetDisPlay(){ image.gameObject.SetActive(false); ...
private Vector3 _shotPosition = Vector3.zero; public Vector3 ShotPosition{ get{ return _shotPosition; } set{ _shotPosition = value; } }public enum PlayerStateEnum { Idle, BouncingBall, PreparingToThrow, Throwing, Score, Miss, Walking ...
The Transform component contains the position, rotation and scale of the GameObject. Using the inspector, you can set these to specific numbers instead of having to rely upon your eye. When hovering the mouse over the axis name, you’ll see arrows appear next to the pointer. Press the left...
var position = await locator.GetGeopositionAsync(); Debug.Log(string.Format("{0}, {1} Accuracy: {2}", position.Coordinate.Latitude, position.Coordinate.Longitude, position.Coordinate. Accuracy)); }, false ); /**/ } #else // When you’re not using the Windows Runtime, use this collis...
游戏对象运动的本质是游戏对象transform属性的position、rotation和scale等属性随每一帧的变化。 请用三种方法以上方法,实现物体的抛物线运动。(如,修改Transform属性,使用向量Vector3的方法…) 利用position矢量相加分为水平和竖直两个方向的运动来实现 using System.Collections; using System.Collections.Generic uing Unity...
In this tutorial, you will change the position of a newly created GameObject using Unity Editor and code. It introduces concepts such as the Transform Component, vector3 objects, and basic C# scripting.