@ 如果 physics.raycast 获得的物体tag 是 unit 就产生格子@如果tag不是 则删除格子 执行效果---〉 是物体 产生格子---〉 raycast 第2次照射 格子比 单位高,结果返回的tag 是 title 又删除了格子***问题是 怎么设置才能让 当 单位 和 title 同时存在时,先照射到单位 (我layer 调的 高于 和低于 全不...
Using layers you can cast rays and ignore colliders in specific layers. For example you might want to cast a ray only against the player layer and ignore all other colliders. The Physics.Raycast function takes a bitmask, where each bit determines if a layer will be ignored or not. If al...
public static int RaycastNonAlloc(Vector2 origin, Vector2 direction, RaycastHit2D[] results, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity); Parameters minDepth Only include objects with a Z coordinate (...
Using layers you can cast rays and ignore colliders in specific layers. For example you might want to cast a ray only against the player layer and ignore all other colliders.The Physics.Raycast function takes a bitmask, where each bit determines if a layer will be ignored or not. If all...
Physics.Raycast(origin(V3), direction(V3), hitInfo(RaycastHit), distance(float), LayerMask(int)); 射线的发射点、具体方向、碰撞信息(结构体)、距离(可选,不写默认无限长)、碰撞层(可选,不写默认检测所有层) //第一个简单小栗子 void Update() ...
renderingLayerMask Determines which rendering layer this renderer lives on, if you use a scriptable render pipeline. shadowCastingMode Does this object cast shadows? sharedMaterial The shared material of this object. sharedMaterials All the shared materials of this object. sortingLayerID Unique ID of...
对于复杂的控件,尽量在根节点开启“Raycast Target” 对于嵌套的Canvas,OverrideSorting属性会打断射线,可以降低层级遍历的成本 尽可能禁用 Raycast Target。 3.2 UGUI Canvas.SendWillRenderCanvases() Canvas.SendWillRenderCanvases函数的耗时代表的是UI元素自身变化带来的更新耗时 ...
该优化对于 Physics.RaycastHit()函数来说并不是很好,因为该版本只为射线与之碰撞的第一个对象提供光线碰撞信息,而不管是否使用LayerMask。 提示: 因为RaycastHit和Ray类被Unity引擎的本地内存空间管理,它们实际上不会导致受垃圾回收器关注的内存分配。第8章将学习更多与内存相关的知识。
减少使用GraphicRaycasters,禁用Raycast Target 像触摸和点击屏幕等输入事件的检测,需要GraphicRaycaster组件。这是通过检测屏幕上每一个输入点,来检测是否在UI的RectTransform上。 在hierarchy面板中,移除Canvas上默认的GraphicRaycaster组件。然后在需要交互的元素(比如button,scroll rects等)上单独的添加GraphicRaycaster组件。
RaycastHit2D hit = Physics2D.Raycast(origin, direction, distance, 1 << LayerMask.NameToLayer("Target"));//发射射线,只检测与"Target"层的碰撞 Debug.DrawRay(origin, direction, Color.red, 2);//绘制射线 Debug.Assert(hit.collider != null, "未检测到起点"); ...