interactable.Interact(); } } } } Also a good idea is to get the gameplay logic in a separed method just so so you can modify it easier later and avoid spaggeti xaxa. Like so: publicvoidinteractWithYourObject(){ RaycastHit hit;if(Physics.Raycast(transform.position, transform.forward,out...
// Handle the beginning of the touch-like interaction. Debug.Log("Touch began over object"); } private void OnMouseDrag() { // Handle continuous touch-like interaction (e.g., dragging). Debug.Log("Dragging the object"); // You can update the object's position or perform other actions...
You access Loom using Loom.Current - it deals with creating an invisible game object to interact with the games main thread. 我们只需要关系两个函数:RunAsync(Action)和QueueOnMainThread(Action, [optional] float time) 就可以轻松实现一个函数的两段代码在C#线程和Unity的主线程中交叉运行。原理也很简单...
CharacterButtonActivation: This component allows your character to interact with button powered objects (dialogue zones, switches…). Nothing special to setup here. 按钮交互 CharacterConeOfVision: Projects a cone of vision around the character, that can be used to detect targets, or purely for deco...
{//判断高光对象InteractableObject obj = m_HighlightedasInteractableObject;if(obj) { InteractWith(obj); }else{ CharacterData data= m_HighlightedasCharacterData;if(data !=null) { m_CurrentTargetCharacterData=data; }else{//高光对象也为NULL则寻路检查MoveCheck(screenRay); ...
I have a problem that when i change scenes from the menu to the game and when i click i will get the error 'The object of type 'GameObject' has been destroyed but you are still trying to access it.' and this is happening while the menucontroller is not in the ...
You access Loom using Loom.Current - it deals with creating an invisible game object to interact with the games main thread. 我们只需要关系两个函数:RunAsync(Action)和QueueOnMainThread(Action, [optional] float time) 就可以轻松实现一个函数的两段代码在C#线程和Unity的主线程中交叉运行。原理也很简单...
tile palette-default brush切换成gameobject brush(安装extras后才有)-cells-element0-game object 设置上面的gameobject:场景创建个cube设置shader贴图然后拖入到目录里变成prefab。 场景切换到top视图,tile palette-paint with active brush(b),然后就可以在场景里画图了。
Unity partially determines what to include in a content build based on how your assets and scripts reference each other. Subobject references make the process more complicated. 译:Unity部分地根据您的资产和脚本引用彼此的方式来确定要包含在内容构建中的内容。子对象引用使这个过程变得更加复杂。
public class InterationWithBox : MonoBehaviour { private SteamVR_TrackedObject trackedObject; private SteamVR_Controller.Device device; private GameObject interactBox; // Use this for initialization void Start () { trackedObject = GetComponent(); ...