【问题标题】:How can I stop my camera clipping through terrain?如何阻止我的相机穿过地形?
【发布时间】:2020-02-15 13:53:50
【问题描述】:

在 Unity3D 中有一点问题。我有一个带有盒子碰撞器和刚体的飞行相机,它仍然在我的地形中移动,它有一个地形碰撞器和一个刚体。问题是,它与我的胶囊很好地相互作用,将它们弹开以及一切。显然这和我想要的完全相反哈哈......

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FlyCamera : MonoBehaviour
{.   
    /*
Writen by Windexglow 11-13-10.  Use it, edit it, steal it I don't care.  
Converted to C# 27-02-13 - no credit wanted.
Simple flycam I made, since I couldn't find any others made public.  
Made simple to use (drag and drop, done) for regular keyboard layout  
wasd : basic movement
shift : Makes camera accelerate
space : Moves camera on X and Z axis only.  So camera doesn't gain any height*/




float mainSpeed = 25.0f; //regular speed
float shiftAdd = 250.0f; //multiplied by how long shift is held.  Basically running
float maxShift = 1000.0f; //Maximum speed when holdin gshift
float camSens = 0.25f; //How sensitive it with mouse
private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
private float totalRun = 1.0f;

void Update()
{
    if (Input.GetKey(KeyCode.R))
    {
        transform.position = new Vector3(26f, 4f, 14f);
    }

    lastMouse = Input.mousePosition - lastMouse;
    lastMouse = new Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0);
    lastMouse = new Vector3(transform.eulerAngles.x + lastMouse.x, transform.eulerAngles.y + lastMouse.y, 0);
    transform.eulerAngles = lastMouse;
    lastMouse = Input.mousePosition;
    //Mouse  camera angle done.  

    //Keyboard commands
    float f = 0.0f;
    Vector3 p = GetBaseInput();
    if (Input.GetKey(KeyCode.LeftShift))
    {
        totalRun += Time.deltaTime;
        p = p * totalRun * shiftAdd;
        p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
        p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
        p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
    }
    else
    {
        totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
        p = p * mainSpeed;
    }

    p = p * Time.deltaTime;
    Vector3 newPosition = transform.position;
    if (Input.GetKey(KeyCode.Space))
    { //If player wants to move on X and Z axis only
        transform.Translate(p);
        newPosition.x = transform.position.x;
        newPosition.z = transform.position.z;
        transform.position = newPosition;
    }
    else
    {
        transform.Translate(p);
    }

}

private Vector3 GetBaseInput()
{ //returns the basic values, if it's 0 than it's not active.
    Vector3 p_Velocity = new Vector3();
    if (Input.GetKey(KeyCode.W))
    {
        if (transform.position.x > 2 && transform.position.x < 53)
        {
            if (transform.position.y > 0 && transform.position.y < 40)
            {
                if (transform.position.z > 5 && transform.position.z < 52)
                {
                    p_Velocity += new Vector3(0, 0, 1);
                }

            }

        }

    }
    if (Input.GetKey(KeyCode.S))
    {
        if (transform.position.x > 2 && transform.position.x < 53)
        {
            if (transform.position.y > 0 && transform.position.y < 40)
            {
                if (transform.position.z > 5 && transform.position.z < 52)
                {
                    p_Velocity += new Vector3(0, 0, -1);
                }

            }

        }

    }
    if (Input.GetKey(KeyCode.A))
    {
        if (transform.position.x > 2 && transform.position.x < 53)
        {
            if (transform.position.y > 0 && transform.position.y < 40)
            {
                if (transform.position.z > 5 && transform.position.z < 52)
                {
                    p_Velocity += new Vector3(-1, 0, 0);
                }

            }

        }

    }
    if (Input.GetKey(KeyCode.D))
    {
        if (transform.position.x > 2 && transform.position.x < 53)
        {
            if (transform.position.y > 0 && transform.position.y < 40)
            {
                if (transform.position.z > 5 && transform.position.z < 52)
                {
                    p_Velocity += new Vector3(1, 0, 0);
                }

            }

        }

    }
    return p_Velocity;



}

}

这个 flycam 不是我的,所以如果它不适合我正在寻找的用途,请也通知我。

【问题讨论】:

    标签: c# unity3d


    【解决方案1】:

    基本上你是。转换它不增加速度,这就是它穿过对撞机的原因 您需要获取刚体的参考,然后向其添加速度 那么它就不会越过对撞机

    您需要为此修改代码 你在哪里转型 而不是转型 你需要 Rigidbody.velocity=vector3(.....)

    【讨论】:

      【解决方案2】:

      没关系,我解决了这个问题。 我最终在相机的盒子碰撞器上勾选了运动学,所以这一定搞砸了。

      【讨论】:

      • 这不是你的问题。您可能仍会看到您的问题。这是因为您在更新周期中使用变换(而不是刚体)来更新位置。您应该使用刚体更新固定循环上的位置。否则 Unity 不会在每一帧移动中检查碰撞。
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