如果射线没有发生碰撞,说明检测的物体没有设置为“Ground”,又或者上面的第三点中y设为了0。 碰撞检测 5.当node被放置好后,它就会被用来检测是否可行走,一般可以使用sphere,capsule或ray来进行碰撞检测(这里指的是用Physics.CapsuleCast或者Physics.SphereCast模拟AI对象)。Capsule会使用和AI对象一样的半径和高度来进行...
void CheckGroundStatus() { RaycastHit hitInfo; #if UNITY_EDITOR // helper to visualise the ground check ray in the scene view Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance)); #endif // 如...
SphereCast(midClimbSphereCheckPoint, 0.1f, -transform.up, out forwardHit, midSphereClimbDownCheckDis, groundCheckLayer)) { climbPosition = forwardHit.point; m_animator.Play("Climb"); return true; } } 实现人物攀爬使用的最主要的接口是Animator.MatchTarget 该接口要写在能够每帧更新的位置,如Update...
MOBILE_INPUT public bool Running { get { return m_Running; } } #endif } //高级设置 [Serializable] public class AdvancedSettings { //检查控制器是否接地的距离(0.01f似乎最适合这个) public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems...
character.Move(Vector3.up*Time.fixedDeltaTime*FallingSpeed);}boolCheckIfGrounded(){Vector3 rayStart=transform.TransformPoint(character.center);float rayLength=character.center.y+0.01f;bool hasHit=Physics.SphereCast(rayStart,character.radius,Vector3.down,out RaycastHit hitInfo,rayLength,groundLayer);...
//Check and see if the newly loaded bundle from the cache meets your criteria if (AssetBundleContainsAssetIWantToLoad(bundle)) break; } } else { //This is if we only want to keep 5 local caches at any time if (Caching.cacheCount > 5) Caching.RemoveCache(Caching.GetCacheAt(1)); /...
CheckSphere(pos, spawnCollisionCheckRadius)) //Check Radius at pos actStone, pos, rot); //Spawn Stone所以 浏览20提问于2021-12-18得票数 1 回答已采纳 1回答 Physics.SphereCastAll中最大距离和半径的差异 、、 我需要一种方法来检查我的player对象的设置范围内的所有游戏对象。基本上,我现在对标题中的...
voidCheckGroundStatus() { RaycastHit hitInfo; #if UNITY_EDITOR // 在场景中显示地面检查线,从脚上0.1米处往下射m_GroundCheckDistance的距离,预制体默认是0.3 Debug.DrawLine(transform.position (Vector3.up * 0.1f), transform.position (Vector3.up * 0.1f) (Vector3.down * m_GroundCheckDistance))...
基于Unity3D实现3D迷宫小游戏的示例代码 基于Unity3D实现3D迷宫⼩游戏的⽰例代码⽬录 ⼀、前⾔ ⼆、构思 三、正式开发 3-1、搭建场景 3-2、设置出⼊⼝ 3-3、添加⾓⾊ 3-4、实现⾓⾊移动 3-5、出⼊⼝逻辑 四、总结 ⼀、前⾔ 闲来⽆事,从零开始整个《3D迷宫》⼩游戏。本篇...
{ StickToGroundHelper(); } } m_Jump = false; } private float SlopeMultiplier() { float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up); return movementSettings.SlopeCurveModifier.Evaluate(angle); } private void StickToGroundHelper() { RaycastHit hitInfo; if (Physics.SphereCast(...