因此,我已经实现了本教程:https://docs.unity3d.com/Manual/nav-CouplingAnimationAndNavigation.html简而言之。几乎意味着我使用的是2d freeform directional
混合类型,而不是他们使用的simple directional
。问题是velx
和vely
(大多数是此值)的值在波动。因此,举例来说,当vely
上升时,它有时会达到1,但在此之前它将像这样:
...,0.5,0.6,0.5,0.7,0.4,0.6,0.8
希望您能理解我的意思-趋势正在上升,但偶尔会下降。这使我的动画抖动了,因为混合树在状态之间的跳跃非常快。经过一段时间的试验,我发现在我的情况下,在计算smooth
变量的表达式中使用数字7作为除数,如下所示:
var smooth = Mathf.Min(1.0f, Time.deltaTime / 7f);
金田作品。这意味着它仅抖动70%的时间,而不是始终抖动。有谁知道实现相同效果的更好方法?
答案 0 :(得分:0)
好...对感兴趣的人: 在不对文档中的脚本进行一些修改的情况下,我不是无法解决抖动问题的,我的更改如下:
using UnityEngine;
using UnityEngine.AI;
[RequireComponent (typeof (NavMeshAgent))]
[RequireComponent (typeof (Animator))]
public class LocomotionSimpleAgent : MonoBehaviour {
private const float SmoothingCoefficient = .15f;
[SerializeField] private float _velocityDenominatorMultiplier = .5f;
[SerializeField] private float _minVelx = -2.240229f;
[SerializeField] private float _maxVelx = 2.205063f;
[SerializeField] private float _minVely = -2.33254f;
[SerializeField] private float _maxVely = 3.70712f;
public Vector3 Goal {
get { return _agent.destination; }
set {
_agent.destination = value;
_smoothDeltaPosition = Vector2.zero;
}
}
private NavMeshAgent _agent;
private Animator _animator;
private Vector2 _smoothDeltaPosition;
public void Start() {
_animator = GetComponent<Animator>();
_agent = GetComponent<NavMeshAgent>();
_agent.updatePosition = false;
_smoothDeltaPosition = default(Vector2);
Goal = transform.position;
}
public void FixedUpdate() {
var worldDeltaPosition = _agent.nextPosition - transform.position;
var dx = Vector3.Dot(transform.right, worldDeltaPosition);
var dy = Vector3.Dot(transform.forward, worldDeltaPosition);
var deltaPosition = new Vector2(dx, dy);
var smooth = Time.fixedDeltaTime / SmoothingCoefficient;
_smoothDeltaPosition = Vector2.Lerp(_smoothDeltaPosition, deltaPosition, smooth);
var velocity = _smoothDeltaPosition / (Time.fixedDeltaTime * _velocityDenominatorMultiplier);
var shouldMove = _agent.remainingDistance > .1f;
var x = Mathf.Clamp(Mathf.Round(velocity.x * 1000) / 1000, _minVelx, _maxVelx);
var y = Mathf.Clamp(Mathf.Round(velocity.y * 1000) / 1000, _minVely, _maxVely);
_animator.SetBool("move", shouldMove);
_animator.SetFloat("velx", x);
_animator.SetFloat("vely", y);
if (worldDeltaPosition.magnitude > _agent.radius / 16 && shouldMove) {
_agent.nextPosition = transform.position + 0.1f * worldDeltaPosition;
}
}
public void OnAnimatorMove() {
var position = _animator.rootPosition;
position.y = _agent.nextPosition.y;
transform.position = position;
}
}
还有一些错误,例如如果您允许速度不断升高或降低,则在单击飞机后的某个时刻,代理会开始表现出怪异行为,并且上面的问题已将其修复。 至于最上面的值-它们与我在示例项目中可以找到的值匹配,因此,如果您遇到类似的问题,但动画不同,则可能必须在此处调整数字。