(outsourceGripPosition, InteractionSourceNode.Pointer)) && (sourcePose.TryGetRotation(outsourceGripRotation, InteractionSourceNode.Pointer))) { RaycastHit raycastHit;if(Physics.Raycast(sourceGripPosition, sourceGripRotation * Vector3.forward,outraycastHit,10)) {vartargetObject = raycastHit.collider....
public IntPtr Object { get; private set; } public static {typeName} Wrap({interfaceName} implementation) => new(implementation); public static implicit operator IntPtr({typeName} stub) => stub.Object; ~{typeName}() { Dispose(); } public void Dispose() { if (Object != IntPtr.Zero) {...
已新增 UNT0032,設定 localPosition 和localRotation 的方法效率低。 已新增 UNT0033,訊息大小寫不正確。 已將UNT0033、UNT0015 和UNT0006 診斷的嚴重性提升至 Warning。 已修正 UNT0026 未正確處理的內嵌 if。錯誤修正偵錯: 已修正使用類型篩選條件時,明確主機指令之前的中斷點繫結。17.5...
//Use Quaternion to prevent rotation flips on XY plane Quaternion q = Quaternion.identity; Transform focusTrans = this.focusObj.transform; focusTrans.localEulerAngles = focusTrans.localEulerAngles + eulerAngle; //Change this.transform.LookAt(this.focus) to q.SetLookRotation(this.focus) q.SetLookRo...
Set as Layer Default State:设置为默认动画 Copy:复制状态 Create new Blendtree in State:以该动画片段创建新的混合树 Delete:删除 3.Animator Layers Weight:权重,默认的Base Layer必须为1,值为0表示不播放,层与层之间的关系类似融合树 Mask:动画的遮罩,里面是骨骼信息 ...
if relativeTo is left out or set to Space.Self the rotation is applied around the transform's local axes. (The x, y and z axes shown when selecting the object inside the Scene View.) If relativeTo is Space.World the rotation is applied around the world x, y, z axes. ...
The rotation is relative to the GameObject's local space (Space.Self). Declaration public voidRotate(Vector3axis, floatangle); Parameters axisThe axis to apply rotation to. angleThe degrees of rotation to apply. Description Rotates the object around the given axis by the number of degrees defin...
if relativeTo is left out or set to Space.Self the rotation is applied around the transform's local axes. (The x, y and z axes shown when selecting the object inside the Scene View.) If relativeTo is Space.World the rotation is applied around the world x, y, z axes. ...
GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. DetachChildren Unparents all children. Find Finds a child by name n and returns it. GetChild Returns a transform child by index. GetLocalPositionAndRotation Gets the position and rotation of the Transform...
Allow Rotation:选中此框可以在Unity将精灵打包到精灵地图集时允许精灵旋转。开启后图集会根据计算将一些精灵旋转排列,这样使得图集更小更紧密。被旋转的精灵在场景被使用时也会对应旋转,这样处理起来就会很麻烦,所以一般情况会关闭此选项。 Tight Packing:选中此框可根据精灵轮廓而不是默认矩形轮廓来打包精灵。开启后,...