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Unity3D Notes
1.Look towards player
using UnityEngine;
using System.Collections;
public class LookTowardMouse : MonoBehaviour {
void Update ()
{
//Mouse Position in the world. It's important to give it some distance from the camera.
//If the screen point is calculated right from the exact position of the camera, then it will
//just return the exact same position as the camera, which is no good.
Vector3 mouseWorldPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition + Vector3.forward * 10f);
//Angle between mouse and this object
float angle = AngleBetweenPoints(transform.position, mouseWorldPosition);
//Ta daa
transform.rotation = Quaternion.Euler (new Vector3(0f,0f,angle));
}
float AngleBetweenPoints(Vector2 a, Vector2 b) {
return Mathf.Atan2(a.y - b.y, a.x - b.x) * Mathf.Rad2Deg;
}
}
- 当RigidBody2D的质量属性被设置为0时,刚体的质量变为无限大,此时刚体相当于静态刚体,永远一动不动。但是在Unity中你是无法把一个RigidBody2D的质量设置为0的,所以,当你想创建一个静态刚体时,只需要创建碰撞器,而不需要创建RigidBody2D。
- 当我们勾选了is Kenamatic选项时,这个RigidBody2D就不再受物理引擎控制,我们这时候需要通过Transform来控制RigidBody2D的移动,这个选项经常在脚本里对其进行设置。
- 当Gravity Scale设置为0时,该刚体不再受重力影响。