物体移动不过去的问题:transform.position=new Vector3()

博客探讨了在Unity中使用transform.position=startPos时遇到的物体移动问题,问题在于移动只影响了MeshFilter而未移动整个物体。解决方案包括在移动前隐藏物体,或者确保物体不是静态的。此外,静态物体可能无法通过脚本移动,需要取消静态属性。

关于transform.position=new Vector3()的问题!

昨天被一个物体移动问题卡了半天,死活没明白下面这个语句问题在哪里
transform.position = startPos;
问了大神:
问题在于我的物体一开始就处于显示状态,这样移动只移动了MeshFilter,物体本身的Mesh并没有移动;
解决方案:
运行前把物体隐藏掉,如果必须要显示,可以在移动的时候增加
gameObject.SetActive(false);
transform.position = startPos;
gameObject.SetActive(true);
进行移动,其实并没有很懂,也希望有其他的解决方案,可以告诉我!
(2021.2.1更)其实还有一种可能存在的问题,你的物体是静态的,通过其他物体上挂载的脚本不能改变物体的移动,需要取消勾选静态

public void Move() { int stt = sun; scoreText.text = stt.ToString(); if (Input.GetKey(KeyCode.W)) { direction = 0; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[2]; this.gameObject.transform.Translate(Vector3.up * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.S)) { this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[0]; direction = 2; this.gameObject.transform.Translate(Vector3.down * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.D)) { direction = 3; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[1]; this.gameObject.transform.Translate(Vector3.right * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.A)) { direction = 1; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[3]; this.gameObject.transform.Translate(Vector3.left * speed * Time.deltaTime); } // 播放脚步声 if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) { if (!audioSource.isPlaying) { audioSource.clip = footstepSound; audioSource.loop = true; audioSource.Play(); } } else { audioSource.Stop(); } // 攻击 if (Input.GetMouseButtonDown(0)) { // 处理鼠标左键点击事件 GameObject ins = Instantiate(bulletPrefab); Vector2 clickPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); ins.GetComponent<Blogs>().clickPosition = clickPosition; if (direction == 0) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 0.15f); } else if (direction == 2) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - 0.15f); } else if (direction == 3) { ins.transform.position = new Vector3(this.gameObject.transform.position.x + 0.15f, this.gameObject.transform.position.y); } else if (direction == 1) { ins.transform.position = new Vector3(this.gameObject.transform.position.x - 0.15f, this.gameObject.transform.position.y); } } }public void OnCollisionEnter2D(Collision2D collision) { if(collision.gameObject.tag == "GoldCoin") { Destroy(collision.gameObject); sun = sun + 1; if (!audioSource.isPlaying) { audioSource.clip = shique; audioSource.loop = true; audioSource.Play(); } } else { audioSource.Stop(); } //判断是否遭受攻击 if (collision.gameObject.tag == "zhi") { Destroy(collision.gameObject); hp = hp - 1; } // 检测碰撞物体的标签 if (collision.gameObject.tag == "zhi2") { // 忽略该碰撞 Physics2D.IgnoreCollision(collision.collider, GetComponent<Collider2D>()); } }优化代码
05-18
判断右键是否按下 if (Input.GetMouseButton(1)) { 获取鼠标在水平和垂直方向上的移动距离 float mouseX = Input.GetAxis(“Mouse X”); float mouseY = Input.GetAxis(“Mouse Y”); currentRotationY += mouseX * rotationSpeed; currentRotationX -= mouseY * rotationSpeed; float targetRotationY = currentRotationY + mouseX * rotationSpeed; float targetRotationX = currentRotationX - mouseY * rotationSpeed; // 限制上下旋转的角度 currentRotationX = Mathf.Clamp(currentRotationX, minYAngle, maxYAngle); // 使用平滑插值逐渐改变当前旋转角度到目标旋转角度 currentRotationY = Mathf.Lerp(currentRotationY, targetRotationY, rotationSmoothness * Time.deltaTime); currentRotationX = Mathf.Lerp(currentRotationX, targetRotationX, rotationSmoothness * Time.deltaTime); float targetDistance = Mathf.Lerp(0.5f, distance, (currentRotationX - minYAngle) / (maxYAngle - minYAngle)); float newDistance = Mathf.Lerp(distance, targetDistance, rotationSmoothness * Time.deltaTime); transform.position = target.position - transform.forward * newDistance; // 设置摄像机的旋转 Quaternion yRotation = Quaternion.Euler(0, currentRotationY, 0); Quaternion xRotation = Quaternion.Euler(currentRotationX, 0, 0); Quaternion rotation = initialRotation * yRotation * xRotation; transform.rotation = rotation; }Vector3 direction =this.transform.position- target.position; Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance); Vector3 position = transform.rotation * negDistance + target.position; //Vector3 vertexPosition = target.position + target.up * distance; // // 从玩家的位置沿着朝向摄像机发出射线 Ray ray = new Ray(target.position, direction.normalized); if (Physics.Raycast(ray, out hit,distance)) { //Debug.DrawRay(target.position, vertexPosition, Color.red); if (hit.collider.gameObject != target.gameObject) { transform.position = transform.rotation* new Vector3(0.0f, 0.0f, -Vector3.Distance(hit.point, target.position)) + target.position; //transform.position=hit.point; } else { //transform.position = position; } } else { transform.position = position; }这段代码摄像机会一会正常位置,一会到玩家身上,怎么修改
07-13
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