Rayray=Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHithit; if(Physics.Raycast(ray,outhit)) { PhotonNetwork.Instantiate(m_Prefab.name,hit.point+newVector3(0,3,0),Quaternion.identity,0); } } } } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 1...
using Photon.Pun;using UnityEngine;publicclassClickFloor:MonoBehaviour{publicGameObject m_Prefab;voidUpdate(){if(Input.GetMouseButtonDown(0)){Ray ray=Camera.main.ScreenPointToRay(Input.mousePosition);RaycastHit hit;if(Physics.Raycast(ray,out hit)){PhotonNetwork.Instantiate(m_Prefab.name,hit.point+newVect...
The collider.Raycast() function detects if the collider attached to this script is hit by the ray. If the collider is hit, the collider.Raycast() call returns true. The function call takes in three arguments: The ray you constructed. A RaycastHit object, which will contain more details if...
The collider.Raycast() function detects if the collider attached to this script is hit by the ray. If the collider is hit, the collider.Raycast() call returns true. The function call takes in three arguments: The ray you constructed. A RaycastHit object, which will contain more details if...
我想你要做的是用镜子中的反射来打击玩家 所以实际上,当你击中球员,我猜你只是想不进一步处理任何射线...
Think of a big truck, hitting a small car.A common mistake is to assume that heavy objects fall faster than light ones. This is not true as the speed is dependent on gravity and drag. // Expose mass to allow adjustment from // the inspector.using UnityEngine; using System.Collections;...
事实上,一个完整的角色控制器需要考虑的问题有很多。像重力、跳跃、阻力、空中移动、 处理斜坡、处理台阶、冲刺、蹲伏等等 我们需要考虑制作的游戏类型来选择合适的方案 对比常用的两种控制Character和RIgidBody,以下列出了其自带的功能 CharacterController 处理斜坡 ...
(plane.Raycast(ray, out center)) { var hit = ray.origin + ray.direction * center; var discSize = HandleUtility.GetHandleSize(hit); Handles.DrawWireDisc(hit, spline.transform.up, discSize); var p = SearchForClosestPoint(Event.current.mousePosition); if ((hit - spline.GetNonUniformPoint(...
RaycamRay=Camera.main.ScreenPointToRay(Input.mousePosition);//the raycast dude is hitting the floor,at the mousepostion,something like that RaycastHitfloorHit;//unknown type for me,but understandable if(Physics.Raycast(camRay,outfloorHit,camRayLength,floorMask)) ...
{boolsliding =false;// See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point,// because that interferes with step climbing amongst other annoyancesif(Physics.Raycast(m_Transform.position, -Vector3.up,outm_Hit, m_RayDistance)) ...