unity四元数控制物体的旋转,与Rotate的比较,wasd键控制场景前后左右,按下鼠标中键控制场景上下,滑动滚轮控制场景上下,缩放,鼠标左键控制相机视野的上下左右,程序员大本营,技术文章内容聚合第一站。
void Update() { cube1.transform.Rotate(xAngle, yAngle, zAngle, Space.Self); cube2.transform.Rotate(xAngle, yAngle, zAngle, Space.World); } } public void Rotate (Vector3 axis, float angle, Space relativeTo= Space.Self); パラメーター angle The degrees of rotation to apply. axis ...
Perpendicular Returns the 2D vector perpendicular to this 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up. Reflect 法線を基準にしてベクトルの反射したベクトルを取得します。 Scale 2 つのベクト...
Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that order). Rotate takes a Vector3 argument as an Euler angle. The second argument is the rotation axes, which can be set to local a...
Rotate(new Vector3(10, 0, 0)); } if (Input.GetMouseButton(1)) { // 添加一个托线渲染器 currrent.gameObject.AddComponent<TrailRenderer>(); // 绕着tf物体的位置,进行Y轴10角度的旋转 currrent.RotateAround(tf.position, Vector3.up, 10f); } if (Input.GetMouseButtonDown(2)) { //currrent....
transform.Rotate(Vector3.up * rotateSpeed); } else { // Clear the debug message Debug.Log(“”); } } }保存修改。这份代码首先寻找鼠标点击事件,特别是鼠标左键的点击。当使用GetMouseButtonDown函数时,参数“0”表示左键单击,“1”表示右键单击,“2”表示中键单击。如果检测到单击事件,代码就会使主摄像...
constfloattiltAmplifier =8;//w0ot more magic numbers//now apply it to our player's velocity data.//we also rotate the 2D vector by 90 degrees by switching the components and negating one//since we are in a landscape orientation.vx += (-accel2D.y) * tiltAmplifier *xSensitivity;...
//Rotate thet transform of the game object this is attached to by 45 degrees, taking into account the time elapsed since last frame.transform.Rotate (new Vector3 (0, 0, 45) * Time.deltaTime);将该游戏对象拖拽至项目视图(Project)的Prefabs文件夹下存为预设体,在层级视图复制出11个宝石对象。
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// Sets the transforms rotation to rotate 30 degrees around the y-axis vecRotation = Quaternion.AngleAxis(30, Vector3.up); //use it vecAim = vecOrgin * vecRotation; 13.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傻逼用右手坐标系…… ...