如何让相机跟随unity3d C#中的对象?

时间:2012-05-25 10:06:31

标签: c# object camera unity3d

我有一个名为Ball的对象,我添加了键盘交互性(WASD移动球) 我需要让相机留在后面并跟随球,但我得到错误。

using UnityEngine;
using System.Collections;
public class ballmain : MonoBehaviour {
    public bool isMoving = false;
    public string direction;
    public float camX;
    public float camY;
    public float camZ;
    // Use this for initialization
    void Start () {
        Debug.Log("Can this run!!!");
    }

    // Update is called once per frame
    void Update () {
        camX = rigidbody.transform.position.x -=10;
        camY = rigidbody.transform.position.y -=10;
        camZ = rigidbody.transform.position.z;
        camera.transform.position = new Vector3(camX, camY, camZ);
            //followed by code that makes ball move
    }
}

我收到错误“Assets / ballmain.cs(18,44):错误CS1612:无法修改'UnityEngine.Transform.position'的值类型返回值。请考虑将值存储在临时变量中” 有人知道答案吗?如果我注释掉有关相机的代码,那么球可以移动。

6 个答案:

答案 0 :(得分:4)

你去吧。完整的代码。

简单跟随

using UnityEngine;
using System.Collections;

public class Follow: MonoBehaviour {
public Transform target;
public float smooth= 5.0f;
void  Update (){
    transform.position = Vector3.Lerp (
        transform.position, target.position,
        Time.deltaTime * smooth);
} 

    } 

高级关注

using UnityEngine;
using System.Collections;

public class SmoothFollowScript: MonoBehaviour {

// The target we are following
public  Transform target;
// The distance in the x-z plane to the target
public int distance = 10.0;
// the height we want the camera to be above the target
public int height = 10.0;
// How much we 
public heightDamping = 2.0;
public rotationDamping = 0.6;


void  LateUpdate (){
    // Early out if we don't have a target
    if (TargetScript.russ == true){
    if (!target)
        return;

    // Calculate the current rotation angles
    wantedRotationAngle = target.eulerAngles.y;
    wantedHeight = target.position.y + height;

    currentRotationAngle = transform.eulerAngles.y;
    currentHeight = transform.position.y;

    // Damp the rotation around the y-axis
    currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

    // Damp the height
    currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

    // Convert the angle into a rotation
    currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);

    // Set the position of the camera on the x-z plane to:
    // distance meters behind the target
    transform.position = target.position;
    transform.position -= currentRotation * Vector3.forward * distance;

    // Set the height of the camera
    transform.position.y = currentHeight;

    // Always look at the target
    transform.LookAt (target);
}
}
}

答案 1 :(得分:2)

如果你只是想跟随目标物体,按照你想要的方式对准相机的位置,并使相机成为目标物体的孩子,其余部分将会这样做

答案 2 :(得分:1)

将标准移动资产包含在您的项目中。它的脚本部分包含一个SmoothFollow2D.js代码。将此代码附加到游戏对象并初始化公共变量。这只会为你完成这项工作。

答案 3 :(得分:1)

我发现这个简单实用的统一2d相机遵循脚本。

using UnityEngine;
using System.Collections;

public class FollowCamera : MonoBehaviour {

public float interpVelocity;
public float minDistance;
public float followDistance;
public GameObject target;
public Vector3 offset;
Vector3 targetPos;
// Use this for initialization
void Start () {
    targetPos = transform.position;
}

// Update is called once per frame
void FixedUpdate () {
    if (target)
    {
        Vector3 posNoZ = transform.position;
        posNoZ.z = target.transform.position.z;

        Vector3 targetDirection = (target.transform.position - posNoZ);

        interpVelocity = targetDirection.magnitude * 5f;

        targetPos = transform.position + (targetDirection.normalized * interpVelocity * Time.deltaTime); 

        transform.position = Vector3.Lerp( transform.position, targetPos + offset, 0.25f);

    }
   }
}

来源unity2d camera follow script

答案 4 :(得分:1)

这是我在游戏开发过程中发现的一个有用的脚本。我没有创建它们,所以我赞扬wiki.unity3d.com提供这个惊人的脚本。

顺利关注:

using UnityEngine;
using System.Collections;

        public class SmoothFollow2 : MonoBehaviour {
        public Transform target;
        public float distance = 3.0f;
        public float height = 3.0f;
        public float damping = 5.0f;
        public bool smoothRotation = true;
        public bool followBehind = true;
        public float rotationDamping = 10.0f;

        void Update () {
               Vector3 wantedPosition;
               if(followBehind)
                       wantedPosition = target.TransformPoint(0, height, -distance);
               else
                       wantedPosition = target.TransformPoint(0, height, distance);

               transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * damping);

               if (smoothRotation) {
                       Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
                       transform.rotation = Quaternion.Slerp (transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
               }
               else transform.LookAt (target, target.up);
         }
}

More information about my work

答案 5 :(得分:0)

这些行中的-=

   camX = rigidbody.transform.position.x -=10;
   camY = rigidbody.transform.position.y -=10;

错了。 -=会尝试修改rigidbody.transform.position。你只想要-

然而,就目前而言,相机不会跟踪目标Z位置的变化,也不会在相机旋转时正确跟踪。要获得所需的正确位置(在向量中): -

cam_pos = target_pos - dist_to_target * cam_look_at