float3 position = _Positions[unity_InstanceID]; unity_ObjectToWorld = 0.0; 我们可以通过 float4(position, 1.0) 为位置偏移构建一个列向量。我们可以将其赋值给 unity_ObjectToWorld._m03_m13_m23_m33,将其设置为第四列。 unity_ObjectToWorld = 0.0; unity_ObjectToWorld._m03_m13_m23_m33 = float4...
Auto Update Position:同上 Navigation Area:同上 第二种生成OffMeshLink的方法 在Navigation面板的Object栏里面把OffMeshLink Generation选项打上勾 这里写图片描述 这里要说的一点是,是不是有的人把OffMeshLink Generation选项打上勾之后Back之后还是没有出现OffMeshLink ...
(Vector3.up * turnMovement); } void Shoot () { if(Input.GetButtonDown("Fire1") && myStuff.bullets > 0) { Rigidbody bulletInstance = Instantiate(bulletPrefab, firePosition.position, firePosition.rotation) as Rigidbody; bulletInstance.AddForce(firePosition.forward * bulletSpeed); myStuff....
在当前物体位置与目标位置之间计算距离并且移动, 这里的speed直接是每次执行最大移动距离(maxDistanceDelta),当前点与目标点距离小于该值则认为移动结束。 publicfloatspeed;publicTransformtarget;voidUpdate(){transform.position=Vector3.MoveTowards(transform.position,target.position,speed*Time.deltaTime)} 4. Lerp 就像...
positionmousePosition=Input.mousePosition;//Convert the mousePosition according to World positiontargetPosition=Camera.main.ScreenToWorldPoint(newVector3(mousePosition.x,mousePosition.y,distance));//Set the position of targetObjecttargetObject.position=targetPosition;//Debug.Log(mousePosition+" "+targetPosition...
DestroyImmediate(gameObject.GetComponent<WorldAnchor>()); gameObject.transform.position =newVector3(0,0,2); WorldAnchor anchor = gameObject.AddComponent<WorldAnchor>(); 在物理世界中,可能无法在某个时间点定位 WorldAnchor。 如果发生这种情况,Unity 将不会更新已定位对象的变换。 这也可能在某个应用运行时...
DestroyImmediate(gameObject.GetComponent<WorldAnchor>()); gameObject.transform.position = new Vector3(0, 0, 2); WorldAnchor anchor = gameObject.AddComponent<WorldAnchor>(); 處理Locatability 變更在物理世界中,在某個時間點,WorldAnchor 可能無法被取代。 如果發生這種情況,Unity 將不會更新錨定對象的轉換...
NullReferenceException: Object reference not set to an instance of an object eg: Debug.Log("test begin"); UIPageBase page = null; page.Dispose(); Debug.Log("test over"); 报错后函数不再执行,“test over”未输出 1.2 访问空的序列化对象 ...
该函数可以获取任意一种 UnityEngine.Object 类型(GameObject,MonoBehaviour 等),并创建它的拷贝。 publicGameObject EnemyPrefab; publicVector3 SpawnPosition; publicQuaternion SpawnRotation; voidStart() { GameObject NewGO = (GameObject)Instantiate(EnemyPrefab, SpawnPosition, SpawnRotation); ...
// Create a local anchor, perhaps by hit-testing and spawning an object within the sceneVector3 hitPosition =newVector3();#ifUNITY_ANDROID || UNITY_IOSVector2 screenCenter =newVector2(0.5f,0.5f); List<ARRaycastHit> aRRaycastHits =newList<ARRaycastHit>();if(arRaycastManager.Raycast(screen...