Transform.localEulerAngles Unity 欧拉旋转讲解 参考链接 Unity API Transform.Rotate Declaration publicvoidRotate(floatxAngle,floatyAngle,floatzAngle,SpacerelativeTo=Space.Self); Description Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngl...
public class ExampleClass :MonoBehaviour{ void Update() { // Rotate the object around its local X axis at 1 degree per second transform.Rotate(Vector3.right* Time.deltaTime); // ...also rotate around the World's Y axis transform.Rotate(Vector3.up* Time.deltaTime, Space.World); } } ...
float x = Input.GetAxis("Mouse X"); float y = -Input.GetAxis("Mouse Y"); playerPerson.Rotate(Vector3.up, x, Space.Self); m_Transform.Rotate(Vector3.right, y, Space.Self); m_Transform.localRotation = ClampRotationAroundXAxis(m_Transform.localRotation); } /// /// 限制四元数的...
{this.transform.Rotate(newVector3(Input.GetAxis("Mouse Y"), -Input.GetAxis("Mouse X"),0) *6f, Space.World); } 缩放的代码,缩放、自动旋转、拖拽物体 privateboolonDrag =false;publicfloatspeed =6f;privatefloattempSpeed;privatefloataxisX;privatefloataxisY;privatefloatcXY;voidOnMouseDown(){ axis...
// Sets the transforms rotation to rotate 30 degrees around the y-axisvecRotation = Quaternion.AngleAxis(30, Vector3.up);//use itvecAim = vecOrgin * vecRotation;9.关于3DMAX的单个模型小块全部在UNITY3D里面都被转-90度的问题。因为3DMAX**用右手坐标系…….FBX都会这样,导出.3DS就没什么问题。
// to another moving gameobject, its local constraints will // operate correctly // (Think: looking out the side window of a car, or a gun turret // on a moving spaceship with a limited angular range) // to have no constraints on an axis, set the rotationRange to 360 or greater. ...
var rotateSpeed = 3.0; function Update () { var controller : CharacterController = GetComponent(CharacterController); // Rotate around y - axis transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0); // Move forward / backward ...
1:unity 创建四元数:方式一:Quaternion.AngleAxis(float angle, Vector3 axis);返回的是沿着轴axis旋转angle角度的四元数;在unity里面最简单的方式就是用一个vector3来和四元数相乘,这样四元数就能转换为了vector3;同时这个相乘的vector3也就等于旋转了该角度;如果这个物体想多个角度旋转,则左乘其他四元数即可;(...
represent a rotation z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis.Only use this variable to read and set the angles to absolute values. Don't increment them, as it will fail when the angle exceeds 360 degrees. Use Transform.Rotate ...
Select one of the colored lines to rotate around that axis 旋转工具的默认快捷键是E Scale tool允许您沿单个轴或按比例在所有轴上缩放GameObject。 要沿轴缩放对象,请选择GameObject,然后拖动轴线的方形端;GameObject将沿着该轴缩放。 要缩放整个GameObject,请选择GameObject的中心点并向前或向后拖动鼠标以分别向上或...