[Unity插件]直升机控制插件[Unity问题]Input Axis Mouse X is not setup.直升机控制插件,还有 箭头指向目的地 Base Helicopter Controller ------------------------------------------------------- Heli Sim Pack (Heli Sim Pack 和Helicopter P
private float _rotationX = 0;void Start () {Rigidbody body = GetComponent<Rigidbody>();if (body != null)body.freezeRotation = true;}// Update is called once per framevoid Update () {if (axes == RotationAxes.MouseX){transform.Rotate(0, Input.GetAxis ("MouseX") * sensitivityHor, ...
游戏开发, Unity 远程或虚拟机环境下运行 Input.GetAxis(“Mouse X“) Input.GetAxis(“Mouse Y“) 一直为0, , 如题,本来想用鼠标右键控制摄像机旋转,但发现远程情况下Input.GetAxis(
Input Manager配置 在...。 2.1 按钮配置 用于获取 按钮 输入的 GetKey() 方法的参数内容需要在Input Manager 中通过 Positive Button 属性设置,Unity中每个按钮都有固定的名称 [Unity插件]直升机控制插件[Unity问题]Input Axis Mouse X is not setup. ,如下图所示 如下图所示,对应的 变量的 字符串(这里的 ...
Input.GetAxis(“Mouse x”) 可取得鼠标横向(x轴)移动增量 Input.GetAxis(“Mouse y”) 可取得鼠标竖向(y轴)移动增量 通过勾股定理获取拖拽长度,长度越长旋转越快 在project setting--Input 可以设置 代码分享 代码语言:txt AI代码解释 UnityEngine;
virtual axis identified byaxisName.The value will be in the range -1...1 for keyboard and joystick input. If the axis is setup to be delta mouse movement, the mouse delta is multiplied by the axis sensitivity and the range is not -1...1This is frame-rate independent; you do not ...
Mouse X 和 Mouse Y被映射到鼠标移动增量 Window Shake X and Window Shake Y is mapped to the movement of the window. Window Shake X 和 Window Shake Y 被映射到窗口的移动 Adding new Input Axes 添加新的输入轴 If you want to add new virtual axes go to the Edit->Project Settings->Input me...
if (!Input.GetMouseButton(1)) return; //float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity; //float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity; //m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f); ...
// Update is called once per frame void Update () { if (Input.GetMouseButton(0)){ //Debug.Log("射线取得对象"); float mousX = Input.GetAxis("Mouse X") * roate_Speed;//得到鼠标横向移动距离 float mousY = Input.GetAxis("Mouse Y") * roate_Speed;//得到鼠标纵向移动距离 ...
UseX; // Toggle for using the x axis bool m_UseY; // Toggle for using the Y axis //参考交叉平台输入中的操纵杆 CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; ...