2 Transform.LookAt:1)功能简述public voidLookAt(Transformtarget,Vector3worldUp= Vector3.up);Parameterstarget:Object to point towards.worldUp:Vector specifying the upward direction.Rotates the transform so the forward vector points at /target/'s current position.Then it rotates the transform ...
所以创建一个新的平面,右击层次窗口,选择3D Object ➤ Plane,并将其命名为航路点。然后,如图 3-14 所示,将其Position property改为X = 0, Y = 0, Z = 0,将其Scale值改为X = 0.4, Y = 1, and Z = 0.4。图3-14在检查器中看到的航路点对象的属性现在拖动Waypoint对象并放到Assets窗口中。该操作会...
[Obsolete("Property particleSystem has been deprecated. Use GetComponent<ParticleSystem>() instead. (UnityUpgradable)",true)]publicComponent particleSystem {get; }///摘要://The Transform attached to this GameObject.publicTransform transform {get; }///摘要://The game object this component is attach...
While using the Rotate Tool, you can hold Shift and Control (Command on Mac) to rotate the object towards a point on the surface of any Collider. This makes orientation of objects relative to one another simple. 循环使用旋转工具,你可以按住shift和control(苹果系统)键来旋转物体朝向任何碰撞体表面...
So you want an overarching variable (which I called walkbob), which adds Time.deltaTime onto it in FixedUpdate as long as the object is moving. Then you make your functions. translation = maxHeight*Mathf.Sin(speed*walkbob); rotation = maxRoll*Mathf.Cos(speed*walkbob/2); ...
Having fewer object references in our code means that it has less work to do, even if we don’t reduce the total number of objects on the heap. In this example, we have a class that populates a dialog box. When the user has viewed the dialog, another dialog box is displayed. Our ...
/// </summary>publicboolisEnemy=true;/// <summary>/// Inflicts damage and check if the object should be destroyed/// </summary>/// <param name="damageCount"></param>publicvoidDamage(intdamageCount){hp-=damageCount;if(hp<=0){// Dead!Destroy(gameObject);}}voidOnTriggerEnter2D(Collider...
It can be helpful to have world space canvases look towards the camera since they aren’t attached to the screen. This requires having the object rotate on its own to look at a defined camera. Sometimes, when you do that you need to test what you have made to make sure that your tex...
OnTriggerEnter - This function is called when another object has collided with the current game object. OnTriggerStay - This function is called on every frame when another object has collided with the current game object. OnTriggerExit - This function is called once when an object exits the col...
Let's right click the Monster in theHierarchyand select3D Object->Cube. We will then rename the new Cube toEye, position it somewhere at the left center of our Cube and make it smaller so that it looks like an eye. We will also checkIsTriggeragain: ...