Webpublic static Vector3 PointOfConvergence (Camera camera) { Ray cornerRay = camera.ScreenPointToRay (new Vector3 (0, 0, 0)); Ray centerRay = camera.ScreenPointToRay (new Vector3 (Screen.width / 2, Screen.height / 2, 0)); // Calculate angles of the corner and center ray for the trig that is about to happen float xzCornerAngle … WebJun 18, 2024 · I’ve put it down to the most basic I can test it, this is the only code besides what comes in a script’s template: void Update () { Debug.DrawRay (Camera.main.ScreenToWorldPoint (Input.mousePosition), Vector3.down * 10, Color.red, 10); } This only creates a Ray directly down from the camera (Top-Down display), but …
Camera-ViewportPointToRay - Unity 脚本 API
Web描述. 返回从摄像机通过屏幕点的光线。. 产生的光线位于世界空间中,从摄像机的近平面开始,并通过屏幕上 位置的 (x,y) 像素坐标(忽略 position.z)。. 屏幕空间以像素定义。. … WebJul 17, 2024 · The direction of your ray is the result from step 3 minus the camera's position. Construct the ray using the direction from step 4 and use the camera's position as the ray … major bloom worcester
Unity 中的 ScreenPointToRay 方法 - 卢俊的Blog
WebFeb 25, 2024 · Camera.ScreenPointToRay. 把屏幕上的点转换为一个射线. 返回从摄像机通过屏幕点的射线。 得到的射线在世界空间中,从相机的近平面开始,经过屏幕上的 (x,y) 像素坐标 (位置) 。 z 是忽略) 。 屏幕空间以像素为单位定义。屏幕左下角为 (0,0); 右上角是 (像素宽 … WebFeb 10, 2016 · I am trying to get a raycast to ignore a layer, but am having problems, I'm not entirely sure how to get layer 8 in this instance to be ignored. Code (CSharp): void ShootMissile () {. LayerMask layerMask = ~ 1 << 8; RaycastHit hitInfo = new RaycastHit (); bool hit = Physics.Raycast( Camera.main.ScreenPointToRay( Input.mousePosition), out … WebJul 7, 2015 · In my experience I found that a Debug Ray (a ray which shows up in the Editor's Scene view) is a great help when working with Rays. Vector3 rayOrigin = new Vector3(0.5f, 0.5f, 0f); // center of the screen float rayLength = 500f; // actual Ray Ray ray = Camera.main.ViewportPointToRay(rayOrigin); // debug Ray Debug.DrawRay(ray.origin, … major blood vessels of the brain