// Reposition camera to look at the ball CameraLookAtBall(); } bool CameraSeesBall (Vector3 checkPosition) { RaycastHit hit; //Raycast from Camera to the ball and see if it finds it if(Physics.Raycast(checkPosition, ball.position - checkPosition, out hit,relativeCameraDistance)) if(hit....
Unity3d Raycast Camera video unity input watch raycast webkit vuforia videoplayer webar tracked arcore webxr unityraycast getmousebuttondown audiosource trackablename detected unity3d-raycast-camera Updated Mar 24, 2021 Improve this page Add a description, image, and links to the unity3d-raycast-...
usingUnityEngine;publicclassMeshClick:MonoBehaviour{publicMaterialhighlightMaterial;// 高亮材质publicGameObjectplaneRoot;// 平面对象的根节点voidUpdate(){if(Input.GetMouseButtonDown(0)){if(Camera.main!=null){Rayray=Camera.main.ScreenPointToRay(Input.mousePosition);if(Physics.Raycast(ray,outvarhit)){MeshCol...
UnityEngine.Physics.Raycast() UnityEngine.Physics.RaycastAll() b) 避免重複 Unity 回呼 (例如 Update()) 中的 GetComponent() 作業,方法是在 Start() 或 Awake() 中快取參考 C# UnityEngine.Object.GetComponent() c) 最佳做法是在初始化時將所有物件具現化 (若可能),並使用物件集區,以在應用程式的整個執...
ParticleRaycastBudget,设置用于模拟粒子系统碰撞的最大射线投射数,默认设置4096,根据情况设置。 AsyncUploadTimeSlice,设置将缓冲的纹理和网格数据上传到GPU时花费的CPU时间量,默认设置2,单位为毫秒/帧,根据情况设置。 AsyncUploadBufferSize,设置用于将纹理和网格数据串流到GPU的异步上传缓冲区大小,默认设置4,单位为MB,根...
}voidRaycastCornerBlit(RenderTexture source, RenderTexture destination, Material mat){// Compute (half) camera frustum size (at distance 1.0)floatangleFOVHalf = cam.fieldOfView /2* Mathf.Deg2Rad;floatheightHalf = Mathf.Tan(angleFOVHalf);floatwidthHalf = heightHalf * cam.aspect...
// Ray from the main camera to the touched position. var ray : Ray = Camera.main.ScreenPointToRay (touchPosition); var hit : RaycastHit; ... 保存你的修改。 你正在使用两个新的变量,clickDetected和touchPosition,来监测点击和保存点击的位置。如果在iOS上运行,你通过检查触摸是在开始状态来判断点击。
Vector3 direction = Vector3.Normalize(cameraPosition - selfPosition); Debug.DrawLine(selfPosition, cameraPosition, Color.red); var layerMask = LayerMask.GetMask("Environment"); var size = Physics.RaycastNonAlloc(selfPosition, direction, this._raycastHits, rayDistance, layerMask); ...
opaqueSortMode Opaque object sorting mode. orthographic Is the camera orthographic (true) or perspective (false)? orthographicSize Camera's half-size when in orthographic mode. overrideSceneCullingMask Sets the culling mask used to determine which objects from which Scenes to draw. See EditorSceneMan...
该脚本需要和Main Camera关联。在每次调用Update()时,该脚本都会使用Physics.Raycast来投射一条射线,以确认该射线是否命中任何collider(碰撞体)。使用该脚本还可以排除特定的Layer。在某些场景中,我们可能为了性能考虑,把所有的可交互对象移到一个单独的层。