Transform.LookAt()实现代码
时间: 2024-03-23 09:37:40 浏览: 45
以下是使用Transform.LookAt()函数实现让人物头顶UI永远面向摄像机的代码示例:
```csharp
using UnityEngine;
public class BillboardUI : MonoBehaviour
{
private Camera mainCamera;
private void Start()
{
// 获取摄像机对象
mainCamera = Camera.main;
}
private void Update()
{
// 让UI元素始终面向摄像机
transform.LookAt(transform.position + mainCamera.transform.rotation * Vector3.forward, mainCamera.transform.rotation * Vector3.up);
}
}
```
在Start()方法中获取摄像机对象,然后在Update()方法中使用Transform.LookAt()函数实现让UI元素始终面向摄像机。需要注意的是,这里使用了摄像机的旋转和前方向量,以及上方向量,来计算UI元素的朝向。
相关问题
sing UnityEngine; namespace Mogoson.Machinery { /// <summary> /// Rocker look at joint. /// </summary> [AddComponentMenu("Mogoson/Machinery/RockerJoint")] [ExecuteInEditMode] public class RockerJoint : RockerMechanism { #region Field and Property /// <summary> /// Keep up mode. /// </summary> public KeepUpMode keepUp = KeepUpMode.TransformUp; /// <summary> /// Reference forward as world up for look at. /// </summary> public Transform reference; /// <summary> /// World up for look at. /// </summary> public Vector3 WorldUp { get { if (keepUp == KeepUpMode.ReferenceForward && reference) return reference.forward; else return transform.up; } } #endregion #region Public Method /// <summary> /// Drive rocker by velocity. /// </summary> /// <param name="velocity">Velocity of drive.</param> /// <param name="type">Type of drive.</param> public override void Drive(float velocity = 0, DriveType type = DriveType.Ignore) { transform.LookAt(joint, WorldUp); } #endregion } }
这段代码是Unity引擎中的一部分,它定义了一个名为"Mogoson.Machinery"的命名空间。其中包含一个名为"RockerJoint"的类,该类继承自"RockerMechanism"类,并添加了一个组件菜单"AddComponentMenu",以及一个在编辑模式下执行的标记"ExecuteInEditMode"。该类实现了一个摇臂机构。
unity中如何实现三视图投影
Unity中实现三视图投影的基本步骤如下:
1. 创建一个摄像机对象,并将其位置和方向设置为与三视图相对应。
2. 在场景中创建一个Plane对象,作为投影面。
3. 将摄像机的渲染目标设置为RenderTexture。
4. 在脚本中获取摄像机和RenderTexture,并将RenderTexture设置为摄像机的渲染目标。
5. 在Update函数中更新摄像机的位置和方向,并将摄像机的渲染结果渲染到RenderTexture中。
6. 在需要显示三视图的地方,将RenderTexture作为材质贴到一个UI RawImage上,即可实现三视图投影。
代码示例:
```c#
public class ThreeViewsProjection : MonoBehaviour
{
public Camera frontCamera;
public Camera topCamera;
public Camera rightCamera;
public RenderTexture frontTexture;
public RenderTexture topTexture;
public RenderTexture rightTexture;
public RawImage frontImage;
public RawImage topImage;
public RawImage rightImage;
void Start ()
{
frontCamera.targetTexture = frontTexture;
topCamera.targetTexture = topTexture;
rightCamera.targetTexture = rightTexture;
}
void Update ()
{
// 更新摄像机位置和方向
frontCamera.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z - 10);
topCamera.transform.position = new Vector3(transform.position.x, transform.position.y + 10, transform.position.z);
rightCamera.transform.position = new Vector3(transform.position.x + 10, transform.position.y, transform.position.z);
frontCamera.transform.LookAt(transform.position);
topCamera.transform.LookAt(transform.position);
rightCamera.transform.LookAt(transform.position);
// 渲染摄像机结果到RenderTexture中
frontCamera.Render();
topCamera.Render();
rightCamera.Render();
// 显示RenderTexture
frontImage.texture = frontTexture;
topImage.texture = topTexture;
rightImage.texture = rightTexture;
}
}
```