if (Camera!=null&&Camera.transform.hasChanged)
{
SetObjectVisibilityDirty();
Camera.transform.hasChanged = false;
}
转自:http://www.cnblogs.com/AdvancePikachu/p/6733620.html
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 将脚本挂在摄像机观察的物体上 物体必须带有Render
/// </summary>
public class PlayerView : MonoBehaviour {
bool isRendering;
float curtTime = 0f;
float lastTime = 0f;
void OnWillRenderObject()
{
curtTime = Time.time;
}
public bool IsInView(Vector3 worldPos)
{
Transform camTransform = Camera.main.transform;
Vector2 viewPos = Camera.main.WorldToViewportPoint(worldPos);
Vector3 dir = (worldPos - camTransform.position).normalized;
float dot = Vector3.Dot(camTransform.forward, dir); //判断物体是否在相机前面
if (dot > 0 && viewPos.x >= 0 && viewPos.x <= 1 && viewPos.y >= 0 && viewPos.y <= 1)
return true;
else
return false;
}
void Update()
{
Vector2 vec2 = Camera.main.WorldToScreenPoint(this.gameObject.transform.position);
if (IsInView(transform.position))
{
Debug.Log("目前本物体在摄像机范围内");
}
else
{
Debug.Log("目前本物体不在摄像机范围内");
}
}
}
本文介绍了一个Unity脚本,用于检测游戏世界中的物体是否处于摄像机的视野范围内。通过使用WorldToViewportPoint和WorldToScreenPoint方法,结合向量点乘判断物体方向,实现对物体可见性的实时监测。
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