如何使相机跟随unity3d C#中的对象?
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【中文标题】如何使相机跟随unity3d C#中的对象?【英文标题】:How do I make a camera follow an object in unity3d C#? 【发布时间】:2012-05-25 10:06:31 【问题描述】:我有一个名为 Ball 的对象,我向它添加了键盘交互性(WASD 移动球) 我需要摄像头留在后面跟随球,但我遇到了错误。
using UnityEngine;
using System.Collections;
public class ballmain : MonoBehaviour
public bool isMoving = false;
public string direction;
public float camX;
public float camY;
public float camZ;
// Use this for initialization
void Start ()
Debug.Log("Can this run!!!");
// Update is called once per frame
void Update ()
camX = rigidbody.transform.position.x -=10;
camY = rigidbody.transform.position.y -=10;
camZ = rigidbody.transform.position.z;
camera.transform.position = new Vector3(camX, camY, camZ);
//followed by code that makes ball move
我收到错误“Assets/ballmain.cs(18,44): error CS1612: Cannot modify a value type return value of 'UnityEngine.Transform.position'。考虑将值存储在临时变量中” 有人知道答案吗?如果我注释掉有关相机的代码,球可以四处移动。
【问题讨论】:
【参考方案1】:给你。完整的代码。
简单跟随
using UnityEngine;
using System.Collections;
public class Follow: MonoBehaviour
public Transform target;
public float smooth= 5.0f;
void Update ()
transform.position = Vector3.Lerp (
transform.position, target.position,
Time.deltaTime * smooth);
高级关注
using UnityEngine;
using System.Collections;
public class SmoothFollowScript: MonoBehaviour
// The target we are following
public Transform target;
// The distance in the x-z plane to the target
public int distance = 10.0;
// the height we want the camera to be above the target
public int height = 10.0;
// How much we
public heightDamping = 2.0;
public rotationDamping = 0.6;
void LateUpdate ()
// Early out if we don't have a target
if (TargetScript.russ == true)
if (!target)
return;
// Calculate the current rotation angles
wantedRotationAngle = target.eulerAngles.y;
wantedHeight = target.position.y + height;
currentRotationAngle = transform.eulerAngles.y;
currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position.y = currentHeight;
// Always look at the target
transform.LookAt (target);
【讨论】:
每次我尝试这个,Unity 都会冻结。为什么?它什么也没做,我必须终止这个过程。 不知道。我从来没有遇到过这个问题。您希望以何种方式关注您的对象? 不确定它出了什么问题,但是在重新安装 Unity 后它可以工作 :) 它也可以在我的笔记本电脑上工作,我的桌面安装有问题。【参考方案2】:如果您只是想跟随目标对象,请按照您想要的方式对齐相机的位置,并使相机成为目标对象的子对象,其余的就可以了
【讨论】:
【参考方案3】:这是我在游戏开发过程中发现的一个有用的脚本。我没有创建它们,所以我感谢 wiki.unity3d.com 提供了这个惊人的脚本。
流畅跟随:
using UnityEngine;
using System.Collections;
public class SmoothFollow2 : MonoBehaviour
public Transform target;
public float distance = 3.0f;
public float height = 3.0f;
public float damping = 5.0f;
public bool smoothRotation = true;
public bool followBehind = true;
public float rotationDamping = 10.0f;
void Update ()
Vector3 wantedPosition;
if(followBehind)
wantedPosition = target.TransformPoint(0, height, -distance);
else
wantedPosition = target.TransformPoint(0, height, distance);
transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * damping);
if (smoothRotation)
Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
transform.rotation = Quaternion.Slerp (transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
else transform.LookAt (target, target.up);
More information about my work
【讨论】:
我一直在寻找可以附加到相机而不是目标的脚本,并且实际上跟随在播放器后面。非常感谢。【参考方案4】:将标准移动资产添加到您的项目中。它的脚本部分包含一个 SmoothFollow2D.js 代码。将此代码与游戏对象附加并初始化公共变量。这将为您完成这项工作。
【讨论】:
【参考方案5】:我发现了这个简单实用的统一 2d 相机跟随脚本。
using UnityEngine;
using System.Collections;
public class FollowCamera : MonoBehaviour
public float interpVelocity;
public float minDistance;
public float followDistance;
public GameObject target;
public Vector3 offset;
Vector3 targetPos;
// Use this for initialization
void Start ()
targetPos = transform.position;
// Update is called once per frame
void FixedUpdate ()
if (target)
Vector3 posNoZ = transform.position;
posNoZ.z = target.transform.position.z;
Vector3 targetDirection = (target.transform.position - posNoZ);
interpVelocity = targetDirection.magnitude * 5f;
targetPos = transform.position + (targetDirection.normalized * interpVelocity * Time.deltaTime);
transform.position = Vector3.Lerp( transform.position, targetPos + offset, 0.25f);
来源unity2d camera follow script
【讨论】:
【参考方案6】:这些行中的-=
:
camX = rigidbody.transform.position.x -=10;
camY = rigidbody.transform.position.y -=10;
错了。 -=
将尝试修改 rigidbody.transform.position
。你只想要-
。
但是,就目前而言,相机不会跟踪目标 Z 位置的变化,如果相机旋转,它也不会正确跟踪。要获得您需要的正确位置(在向量中):-
cam_pos = target_pos - dist_to_target * cam_look_at
【讨论】:
所以它的 camera.transform.position = 刚体.transform.position - 10 *cam_look_at?什么是 cam_look_at? @chesnutcase:相机的位置和方向存储为 4x4 矩阵。矩阵的行(或列,取决于它的设置方式)等于:单位右向量、单位上向量、向量处的单位、位置。 right、up 和 at 向量是相机认为正确的方向,在世界坐标中向上和向前,forward/at 是相机正在看的方向。这三个向量是正交的(即任意两个的点积为零)。以上是关于如何使相机跟随unity3d C#中的对象?的主要内容,如果未能解决你的问题,请参考以下文章