using UnityEngine; public class Move3DObject : MonoBehaviour { private bool isClick = false; private Transform curTf = null; private Vector3 oriMousePos; private Vector3 oriObjectScreenPos; /// <summary> /// 3d物体上的material,用过修改Gameobject上的shader来添加物体的一个描边效果,可以删掉引用到...
At the center of the Translate gizmo, there are three small squares that can be used to drag the object within a single plane (i.e. two axes can be moved at once while the third is kept still). If you have a three button mouse, you can click the middle button and drag to adjust...
以上方法是根据How to move an object with the mouse in Unity (2D), 感觉对初学者比较友好,同时可以注意的是作者也提到了可能使用 Rigidbody 比较高效,不过还是看你的项目吧, 。后面也提到了一些 ‘高级’用法,使用场景更广,反正是把这个 move object 给讲清楚了。当然其实看了这个也知道更简单的是可以在需...
if(Input.GetKey(KeyCode.DownArrow)) transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime); 旋转(Rotate): 和平移一样,使用Vector3作为参数,用的是Vector3快捷方式——Vector3.up,它表示围绕哪个轴旋转,这是第一个参数。旋转量(turnspeed)是第二个参数。 注意:①这些函数作用于局部轴而非世...
设置Select At为Mouse Position: 步骤15.现在再放一遍现场。将鼠标放置在立方体上,以便看到以下黄色消息: 这意味着玩家的选择器组件已经检测到NPC的可用组件。按空格键或鼠标右键。 Selector组件将向NPC发送OnUse消息,NPC的对话系统触发器将通过启动会话来响应。 Selector组件和similar 组件,Proximity Selector组件,...
Game object物体→Mesh Renderer 组件 →materia材质→Color sky box 三种模式 1:6 sided 需要提供六张图片来自 上下左右前后 把整个空间包围起来,组成天空 2:Cubemap 自带太阳的天空模式 3:procedural 提供简单的修改天地的颜色 修改天空的背景颜色和图片
Event:事件。事件的范围就很广了,一般在做/能做/不能做什么事都可以用Event描述。我习惯把Ban(禁用)归为Event。本案例中,Event.Ban.Move的含义是禁止移动。Event.Moving的含义是正在移动中。 CD:Cooldown冷却。CD是非常常规且重要的标签,技能的CD效果必须依赖于对应的CD标签。下文会介绍CD标签的用法。
To control the left controller: hold Left Shift or toggle with T. To control the right controller: hold the Spacebar or toggle with Y. To pan around with a device: move the mouse. To rotate a device: hold the middle mouse button. To reset the position and rotation of devices: press ...
This is the root of our car and all other objects used with the car are children of the car object. If we moved the car around the scene all the children will move with it too. Depth 1 gameobjects are marked in blue. In the example they're being used to sort the different ...
Unity's workflow is based on prefabs. In Unity you build a set of GameObjects with components, then create a prefab from them. You can then place instances of the prefab in your world, or instantiate them at runtime. Unity的工作流程是基于prefabs的,我们创建一系列具有组件的GameObjects,然后通...