在2D模式下,摄像机的Z位置必须小于0(通常设置为-10),才能确保: 正确的Raycast行为:Physics2DRaycaster能够准确地投射射线并与Collider2D交互。 适当的渲染顺序:确保2D元素按预期顺序渲染。 正确的事件触发:使EventSystem能够准确地将输入事件传递给正确的GameObjects。 深入分析: Raycast机制: 当摄像机Z位置≥0时,Physic...
using UnityEngine; using System.Collections; public class ExampleClass :MonoBehaviour{ publicCollidercoll; void Start() { coll = GetComponent<Collider>(); } void Update() { if (Input.GetMouseButtonDown(0)) {Rayray = Camera.main.ScreenPointToRay(Input.mousePosition);RaycastHithit; if (coll.Raycast...
【Unity】碰撞体检测:Ray、Physics.Raycast、Collider.Raycast、RaycastHit,程序员大本营,技术文章内容聚合第一站。
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)){MeshCo...
{ // 检测箭是否射中地面 RaycastHit hit; if (arrow!=null && Physics.Raycast(arrow.transform.position, Vector3.down, out hit, 2f)) { // 如果射线与地面相交 if (hit.collider.gameObject.name == "Terrain") { arrow.tag = "ground"; //将箭的速度设为0 arrow.GetComponent<Rigidbody>()....
Collider2D.Raycast public intRaycast(Vector2direction, RaycastHit2D[]results, floatdistance= Mathf.Infinity, intlayerMask= Physics2D.AllLayers, floatminDepth= -Mathf.Infinity, floatmaxDepth= Mathf.Infinity); public intRaycast(Vector2direction,ContactFilter2DcontactFilter, RaycastHit2D[]results, floatdista...
RaycastHit hitInfo; //声明一个RaycastHit结构体,存储碰撞信息 if (Physics.Raycast(ray, out hitInfo)) { Debug.Log(hitInfo.collider.gameObject.name); //这里使用了RaycastHit结构体中的collider属性 //因为hitInfo是一个结构体类型,其collider属性用于存储射线检测到的碰撞器。
( Camera.main.transform.position, Camera.main.transform.forward, out hitInfo, 20.0f, Physics.DefaultRaycastLayers)) { // If the Raycast has succeeded and hit a hologram // hitInfo's point represents the position being gazed at // hitInfo's collider GameObject represents the hologram being ...
voidInteractionManager_InteractionSourcePressed(InteractionSourcePressedEventArgs args){varinteractionSourceState = args.state;varheadPose = interactionSourceState.headPose; RaycastHit raycastHit;if(Physics.Raycast(headPose.position, headPose.forward,outraycastHit,10)) {vartargetObject = raycastHit.collider.gam...
if (Physics.Raycast(ray, out hitInfo)) { Debug.DrawLine(ray.origin, hitInfo.point); GameObject gameObj = hitInfo.collider.gameObject; //当射线碰撞目标为boot类型的物品,执行拾取操作 if (gameObj.tag == "plain") { open = true; pos = hitInfo.point; ...