[英]Have camera follow player -object position and rotation in 3D-space (Unity3d)
我的目标是为我的太空战斗机概念验证游戏制作一个平滑的“跟随相机”。 相机应该在所有轴上匹配目标对象的滚转。
为此,我从统一答案站点“窃取”并修改了此代码,它对 X 和 Y(俯仰和偏航)运行良好,但它拒绝滚动。
代码:
public float Distance;
public float Height;
public float RotationDamping;
public GameObject Target;
void LateUpdate()
{
var wantedRotationAngleYaw = Target.transform.eulerAngles.y;
var currentRotationAngleYaw = transform.eulerAngles.y;
var wantedRotationAnglePitch = Target.transform.eulerAngles.x;
var currentRotationAnglePitch = transform.eulerAngles.x;
var wantedRotationAngleRoll = Target.transform.eulerAngles.z;
var currentRotationAngleRoll = transform.eulerAngles.z;
currentRotationAngleYaw = Mathf.LerpAngle(currentRotationAngleYaw, wantedRotationAngleYaw, RotationDamping * Time.deltaTime);
currentRotationAnglePitch = Mathf.LerpAngle(currentRotationAnglePitch, wantedRotationAnglePitch, RotationDamping * Time.deltaTime);
currentRotationAngleRoll = Mathf.LerpAngle(currentRotationAngleRoll, wantedRotationAngleRoll, RotationDamping * Time.deltaTime);
var currentRotation = Quaternion.Euler(currentRotationAnglePitch, currentRotationAngleYaw, currentRotationAngleRoll);
transform.position = Target.transform.position;
transform.position -= currentRotation * Vector3.forward * Distance;
transform.LookAt(Target.transform);
transform.position += transform.up * Height;
}
图片:
如果你解释了你想要做什么,我会更确定这个答案,但你应该考虑在currentRotation * Vector3.up
而不是transform.up
的方向上移动Height
。 此外,请考虑在调用LookAt
时使用currentRotation * Vector3.up
设置本地向上方向:
transform.position = Target.transform.position;
transform.position -= currentRotation * Vector3.forward * Distance;
Vector3 currentUp = currentRotation * Vector3.up;
transform.LookAt(Target.transform, currentUp);
transform.position += currentUp * Height;
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