publicfloatforceValue;publicVector3direction;privateRigidbodyrb;voidStart(){rb=GetComponent<Rigidbody>();}voidUpdate(){rb.AddForce(direction*forceValue*Time.deltaTime);} 6. SetVelocity 直接改变刚体的速度, 但其实本质上是反映了刚体位置变化率(the rate of change of Rigidbody position)。Unity官方不建...
1、位置(Position): 控制位置很简单,首先要知道要在xyz哪几个轴上移动,确定好后定义代表着那些轴的移动变量,速度(m_speed在函数外定义为全局变量)然后通过if语句实现特定键对偏移量的增减,最后通过transform.translate实现移动 这些脚本要放在Update里 //在x和z轴的移动量 float movez = 0; float movex = 0;...
GameObject .Instantiate(prefab,.parent); GameObject .Instantiate(prefab,.parent,.position,.rotation); 了解有关Object.Instantiate的更多详细信息,请参阅Scripting API。 假设启用了Vsync 移动平台不会渲染半帧。即使在编辑器中禁用了Vsync(项目设置.>质量),Vsync在硬件级别上是启用的。如果GPU无法快速刷新,则当前...
v5.x = gameObject.transform.position.x; v5.y = 0.0f; v5.z = gameObject.transform.position.z; float lenth = (v4 - v5).magnitude; //Debug.Log(lenth.ToString()); if (lenth < speed * deltaTime *3.0f) { isMove = false; } } //直接把主角放到地图指定地点 void SetActorPostion(Vect...
publicclassSetPos:MonoBehaviour { publicint targetX; publicint targetY;publicCamera uiCam;privateUIWidget ui; voidStart() { ui=GetComponent<UIWidget>(); SetScreenPosition(targetX, targetY); } voidSetScreenPosition(intx,inty) { Vector3 targetPos=uiCam.ScreenToWorldPoint(newVector3(x, y, tra...
public static extern int SetWindowText(IntPtr hWnd, string text); //使用查找任务栏 [DllImport("user32.dll")] public static extern IntPtr FindWindow(string strClassName, int nptWindowName); //获取窗口位置以及大小 [DllImport("user32.dll")] ...
public static void ResetCenterPosition() { Transform transform = Selection.activeTransform; Bounds bounds = new Bounds(Vector3.zero, Vector3.zero); Vector3 center = Vector3.zero; //获取物体的Bound最终合成信息 foreach (var item in transform.GetComponentsInChildren<MeshRenderer>()) ...
1.位置(Position): 控制位置很简单,首先要知道要在xyz哪几个轴上移动,确定好后定义代表着那些轴的移动变量,速度(m_speed在函数外定义为全局变量)然后通过if语句实现特定键对偏移量的增减,最后通过transform.translate实现移动 这些脚本要放在Update里 1//在x和z轴的移动量2floatmovez =0;3floatmovex =0;4//...
lRenderer.SetWidth(aniFactor, aniFactor); //光线的起点,枪口的地方 lRenderer.SetPosition(0, this.gameObject.transform.position); if (raycast == null) { Debug.Log("raycast is null"); return; } //获取光线的碰撞信息 RaycastHit hitInfo = raycast.GetHitInfo(); ...
// Create a local anchor, perhaps by hit-testing and spawning an object within the scene Vector3 hitPosition = new Vector3(); #if UNITY_ANDROID || UNITY_IOS Vector2 screenCenter = new Vector2(0.5f, 0.5f); List<ARRaycastHit> aRRaycastHits = new List<ARRaycastHit>(...