Here is an example of Time.deltaTime being used to move a gameobject smoothly over several frames. using UnityEngine; public class Mover : MonoBehaviour { public float speed = 5f; void Update() { transform.position += Vector3.forward * (speed * Time.deltaTime); } } In this example the...
The Transform property is simply the position, rotation and scale of any GameObject. Unity uses the left-hand coordinate system, in which you think of the coordinates of your computer screen as X (horizontal), Y (vertical) and Z (depth, that is, coming in or going out of ...
if (collider.gameObject.tag == "Player") { // More on game controller shortly. GameController.Score++; // You don’t do: Destroy(this); because 'this' // is a script component on a game object so you use // this.gameObject or just gameObject to destroy ...
/// <summary> /// 滚轮控制摄像机缩放 /// </summary> private void WheelContrl() { float distance = 0; distance = Input.GetAxis("Mouse ScrollWheel") * moveSpeed_s;//获取鼠标中建响应 transform.position = transform.position + transform.rotation *new Vector3(0, 0, distance); // //滚轮...
if (collider.gameObject.tag == "Player") { // More on game controller shortly. GameController.Score++; // You don’t do: Destroy(this); because 'this' // is a script component on a game object so you use // this.gameObject or just gameObject to destroy the object. Destroy(...
// Method 1 void Update() { // Move from point a to point b by .2 each frame - assuming called in Update. // Will not overshoot the destination, so .2 is the max amount moved. transform.position = Vector3.MoveTowards(transform.position, new Vector3(10, 1, 100), .2f); } //...
.gameObject.tag == "Wall") SetPath(); } // 进行袭击动作 private void OnCollisionStay(Collision collision) { if(collision.gameObject.tag == "Player") { animator.SetBool("isAttack", true); Singleton<GameEventManager>.Instance.PatrolGameOver(); } } // 移动到目标位置 public void MoveTo...
Introduction to components Every GameObject in Unity has a Transform component. This component defines the GameObject's position, rotation, and scale in t... Textures In 2D games, the Sprites are implemented using textures applied to flat meshes that approximate the objects' shapes. Animator Control...
TheRoot Transformis a projection on the Y plane of the Body Transform and is computed at runtime. At every frame, a change in the Root Transform is computed. This change in transform is then applied to the Game Object to make it move. ...
设置对话管理GameObject。 开始谈话。 与对象交互。 在对话期间禁用播放器控制。 步骤: 步骤1.创建一个新场景(File → New Scene). 步骤2.拖动预制件Assets ► Plugins ► Pixel Crushers ► Dialogue System ► Prefabs ► Dialogue Manager进入场景: ...