我在对象选择上遵循了这个tutorial . 但是,当我导入我的 .obj
资产并尝试选择/突出显示它们时,看起来raycaster不会拾取它们 . 当我的鼠标点击我的.obj对象时没有任何反应 . 我添加了必要的对撞机(箱式对撞机甚至网格对撞机),没有任何反应 .
我究竟做错了什么?
我没有从提供的源代码中更改代码 . 我刚刚将我的目标文件导入到场景中并添加了必要的物理 .
我想做的就是通过 onMouseDown
突出显示我的 .obj
文件 .
AppRoot.cs:
using UnityEngine;
using System;
public class TransformObject
{
///////////////////////////////////////////////////////////////////////////
#region Variables
// variables
#if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WEBPLAYER
private float RotationSpeed = 1500;
private float MoveSpeed = 50.0f;
private float ZoomSpeed = 15.3f;
#endif // UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WEBPLAYER
public float MinDist = 2.0f;
public float MaxDist = 50.0f;
private Transform mMoveObject = null;
#endregion
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
#region Public methods
/// <summary>
///
/// </summary>
public TransformObject()
{
EnabledMoving = true;
}
/// <summary>
/// Sets transform that will be used as "center" of the rotate / pan / zoom
/// </summary>
public void SetTransformRotateAround(Transform goMove)
{
mMoveObject = goMove;
if (mMoveObject == null)
{
Debug.LogWarning("Error! Cannot find object!");
return;
}
}
public void Update()
{
if (!EnabledMoving)
{
return;
}
Vector3 dir = mMoveObject.position - Camera.main.transform.position;
float dist = Math.Abs(dir.magnitude);
Vector3 camDir = Camera.main.transform.forward;
Vector3 camLeft = Vector3.Cross(camDir, Vector3.down);
Vector3 camDown = Vector3.Cross(camDir, camLeft);
//Vector3 camUp = Vector3.Cross(camLeft, camDir);
#if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WEBPLAYER
float dx = Input.GetAxis("Mouse X");
float dy = Input.GetAxis("Mouse Y");
// rotate
if (Input.GetMouseButton(0))
{
mMoveObject.Rotate(camLeft, dy * RotationSpeed * Time.deltaTime, Space.World);
mMoveObject.Rotate(Vector3.down, dx * RotationSpeed * Time.deltaTime, Space.Self);
}
// move
if (Input.GetMouseButton(1))
{
Vector3 camPos = Camera.main.transform.position;
camPos += -camLeft * MoveSpeed * dx * Time.deltaTime;
camPos += -camDown * MoveSpeed * dy * Time.deltaTime;
Camera.main.transform.position = camPos;
}
// zoom
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
if (dist > MinDist)
{
mMoveObject.Translate(-dir * ZoomSpeed * Time.deltaTime, Space.World);
}
}
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
if (dist < MaxDist)
{
mMoveObject.Translate(dir * ZoomSpeed * Time.deltaTime, Space.World);
}
}
#endif // UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WEBPLAYER
}
#endregion
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
#region Properties
/// <summary>
/// Gets or set value indicating if transformation is enabled
/// </summary>
public bool EnabledMoving
{
get;
set;
}
/// <summary>
/// Gets game object that moves around
/// </summary>
public Transform MoveObject
{
get
{
return mMoveObject;
}
}
#endregion
///////////////////////////////////////////////////////////////////////////
}
TransformObject.cs
using UnityEngine;
using System;
public class TransformObject
{
///////////////////////////////////////////////////////////////////////////
#region Variables
// variables
#if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WEBPLAYER
private float RotationSpeed = 1500;
private float MoveSpeed = 50.0f;
private float ZoomSpeed = 15.3f;
#endif // UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WEBPLAYER
public float MinDist = 2.0f;
public float MaxDist = 50.0f;
private Transform mMoveObject = null;
#endregion
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
#region Public methods
/// <summary>
///
/// </summary>
public TransformObject()
{
EnabledMoving = true;
}
/// <summary>
/// Sets transform that will be used as "center" of the rotate / pan / zoom
/// </summary>
public void SetTransformRotateAround(Transform goMove)
{
mMoveObject = goMove;
if (mMoveObject == null)
{
Debug.LogWarning("Error! Cannot find object!");
return;
}
}
public void Update()
{
if (!EnabledMoving)
{
return;
}
Vector3 dir = mMoveObject.position - Camera.main.transform.position;
float dist = Math.Abs(dir.magnitude);
Vector3 camDir = Camera.main.transform.forward;
Vector3 camLeft = Vector3.Cross(camDir, Vector3.down);
Vector3 camDown = Vector3.Cross(camDir, camLeft);
//Vector3 camUp = Vector3.Cross(camLeft, camDir);
#if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WEBPLAYER
float dx = Input.GetAxis("Mouse X");
float dy = Input.GetAxis("Mouse Y");
// rotate
if (Input.GetMouseButton(0))
{
mMoveObject.Rotate(camLeft, dy * RotationSpeed * Time.deltaTime, Space.World);
mMoveObject.Rotate(Vector3.down, dx * RotationSpeed * Time.deltaTime, Space.Self);
}
// move
if (Input.GetMouseButton(1))
{
Vector3 camPos = Camera.main.transform.position;
camPos += -camLeft * MoveSpeed * dx * Time.deltaTime;
camPos += -camDown * MoveSpeed * dy * Time.deltaTime;
Camera.main.transform.position = camPos;
}
// zoom
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
if (dist > MinDist)
{
mMoveObject.Translate(-dir * ZoomSpeed * Time.deltaTime, Space.World);
}
}
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
if (dist < MaxDist)
{
mMoveObject.Translate(dir * ZoomSpeed * Time.deltaTime, Space.World);
}
}
#endif // UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_WEBPLAYER
}
#endregion
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
#region Properties
/// <summary>
/// Gets or set value indicating if transformation is enabled
/// </summary>
public bool EnabledMoving
{
get;
set;
}
/// <summary>
/// Gets game object that moves around
/// </summary>
public Transform MoveObject
{
get
{
return mMoveObject;
}
}
#endregion
///////////////////////////////////////////////////////////////////////////
}
Constants.cs:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
public class Constants
{
public const float cMaxRayCastDistance = 1000.0f;
}
3 回答
原因是“femur_left_1_7_dist / default”和“femur_left_1_7_prox / default”没有碰撞器 . 因此有两种方法可以解决此问题:
要么
可能有几件事导致这一点,但这里有一些要检查的事情 .
确保您的GameObject附加了碰撞器组件 .
确保GameObjects图层未设置为Ignore Raycast .
确保您从正确的相机进行Raycasting .
该教程似乎使用了Raycast的默认摄像头,确保场景中的摄像头的标签设置为主摄像头 .
我在三个立方体(room0到room2)和一个平面(平面)的场景中使用了你的代码,它工作得很好 .
但是你的代码有点怪异,特别是 TransformObject 类 . 这个类应该是 MonoBehaviour (一个脚本),并且作为 Component 添加到与 AppRoot 脚本相同的 GameObject 中 .
您甚至可以使用 AppRoot 类上的RequireComponentAttribute自动创建它 .
那么,为什么你的代码不适合你的情况呢?
您是否尝试在运行代码时使用调试器,以查看SelectObjectByMousePos()和SelectedObject是否完全被调用?
您想要使用的材料可能无法使用网格物体:尝试使用带有立方体的脚本(就像我做的那样)而不是您的.obj
重写代码,以便TransformObject是 MonoBehaviour 脚本 .
如果您对 order of execution 感到担心,请参阅此页:http://docs.unity3d.com/Documentation/Components/class-ScriptExecution.html
检查碰撞矩阵,可能会禁用某些层到层的碰撞检测 .
edit: 光线投射与非凸对撞机一起工作吗?