默认情况下,worldUp是Vector3.up(世界坐标系下的y轴) 2、Rotate函数 public void Rotate(Vector3 eulerAngles); public void Rotate(Vector3 eulerAngles, Space relativeTo = Space.Self); public void Rotate(float xAngle, float yAngle, float zAngle); public void Rotate(float xAngle, float yAngle, floa...
inertiaTensor The inertia tensor of this body, defined as a diagonal matrix in a reference frame positioned at this body's center of mass and rotated by Rigidbody.inertiaTensorRotation. inertiaTensorRotation The rotation of the inertia tensor. interpolation Interpolation provides a way to manage th...
Rigidbody2D.MovePosition / Rigidbody.MovePosition MovePosition 将在当前帧的物理更新中计算位移,并在下一帧物理更新中执行位移,可以避免直接操作 transform.position 产生的抖动效果,该方法设计用于 kinematic rigidbodies RectTransform.anchoredPosition public Vector2 anchoredPosition 1. 该属性获取,轴心相对于锚点的位置,...
I would try to apply forces to the rigidbody, if possible. I’ve probably just confused you a bit with that option. The good news is, there’s existing code that can do virtually all of this for you. Did you notice the Quaternion in Method 3? Unity uses Quaternions internally to ...
Create a sample project and add a plane to the scene along with a cube(TargetObject) towards which we have rotate our rotationObject( player just to differentiate between two objects). Now check “isTrigger” option of rotation object(player) and add rigidbody component to it. You can also...
link ::How to rotate object in unity3d using Rigidbody Create a sample project and add a plane to the scene along with a cube(TargetObject) towards which we have rotate our rotationObject(player just to differentiate between two objects). ...
下面代码新建一个“SpheneTwRotate”对象的旋转tweener, 注:旋转方法为DORotate,原型为DORotate(Vector3 to, float duration, RotateMode mode) 将目标旋转到给定值。 如下,在2秒的时间内旋转到值“ Vector3(150, 0, 0)” Tweener SpheneTwRotate = SpheneTr.DORotate(new Vector3(150, 0, 0),...
我这边将碰撞体设为了 Is Trigger,将刚体 Rigidbody 的 Use Gravity 取消,让物体不具有物理效果,如果想要添加物理效果,需要添加额外的一些脚本,这个会在后续教程中介绍。 ⭐Grabbable 脚本 官方文档:developer.oculus.com/do 在可抓取物体身上添加 Grabbable 脚本。 在这里插入图片描述 Transfer On Second Selection...
The most used Quaternion functions are as follows: Quaternion.LookRotation, Quaternion.Angle, Quaternion.Euler, Quaternion.Slerp, Quaternion.FromToRotation, and Quaternion.identity.You can use the Quaternion.operator * to rotate one rotation by another, or to rotate a vector by a rotation.Note that...
//Rotate the turret towards the target transform.LookAt(targetObj); transform.eulerAngles = new Vector3(0f, transform.rotation.eulerAngles.y, 0f); } } ...and a method called CalculateAngleToHitTarget() which will apply the equation from Wikipedia. If you then press play you should be abl...