[英]Have camera follow player -object position and rotation in 3D-space (Unity3d)
我的目標是為我的太空戰斗機概念驗證游戲制作一個平滑的“跟隨相機”。 相機應該在所有軸上匹配目標對象的滾轉。
為此,我從統一答案站點“竊取”並修改了此代碼,它對 X 和 Y(俯仰和偏航)運行良好,但它拒絕滾動。
代碼:
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;
}
圖片:
如果你解釋了你想要做什么,我會更確定這個答案,但你應該考慮在currentRotation * Vector3.up
而不是transform.up
的方向上移動Height
。 此外,請考慮在調用LookAt
時使用currentRotation * Vector3.up
設置本地向上方向:
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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