I am trying to implement a free rotation system using the mouse to rotate a gameobject while holding down a key. Much like Planet Coaster's object rotation system.
I currently have a script that works, the object is rotated around the normal axis corresponding to horizontal mouse movement, however because I am also moving the object to the mouse location, the object jumps to where the mouse is after I release the rotation key.
Is there a way to either stop the actual cursor from moving while still getting a Input.GetAxis("Mouse X")
value, or, move the cursor to coordinates so I can save the pre-rotation mouse position and set the cursor to that position when rotation is finished?
I have found some Unity forum links that talk about using another GameObject whose transform is linked to the mouse position ( https://answers.unity.com/questions/925711/how-can-i-move-the-mouse-without-moving-the-cursor.html ) and using it as a "software" cursor, but other threads that talk about this being a bad idea, however they all seem to be several years old and possibly out of date.
For reference, my current object rotation code is:
void Update ()
{
// uses a raycast to get the mouse position on the terrain
hitPoint = GetMousePosition();
if (!Input.GetKey(RotationKey))
{
// if not holding the rotation key, move the building to the mouse position
transform.position = hitPoint;
}
else
{
// rotate the building according to Mouse X position
var _placementRotationY = -Input.GetAxis("Mouse X") * RotationSpeed * Time.deltaTime;
transform.Rotate (transform.up, _placementRotationY);
}
// rest of method deals with placing object
}
Unity's documentation talks about locking the cursor position here: docs.unity3d.com/ScriptReference/Cursor-lockState.html
Locking the cursor does not stop unity's input on Mouse X here is an example:
using UnityEngine;
public class rotateScreen : MonoBehaviour {
public float rotationSpeed = 360.0f;
CursorLockMode wantedMode;
// Use this for initialization
void Start () {
wantedMode = Cursor.lockState = CursorLockMode.Locked;
// Hide cursor when locked
Cursor.visible = false;
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Escape))
{
if(wantedMode == CursorLockMode.Locked)
{
wantedMode = Cursor.lockState = CursorLockMode.None;
// Hide cursor when locked
Cursor.visible = true;
}
else
{
wantedMode = Cursor.lockState = CursorLockMode.Locked;
// Show our cursor when unlocked
Cursor.visible = false;
}
}
if (wantedMode == CursorLockMode.Locked)
{
Vector3 rotation = Vector3.zero;
rotation.y = Input.GetAxis("Mouse X");
transform.Rotate(rotation * Time.deltaTime);
}
}
}
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