「Unity/3d/向き」の版間の差分
提供: 初心者エンジニアの簡易メモ
(→こちらを向かせる) |
(→こちらを向かせる) |
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行38: | 行38: | ||
</pre> | </pre> | ||
参考:https://nekojara.city/unity-look-at | 参考:https://nekojara.city/unity-look-at | ||
+ | |||
+ | ==アバターにつけた名前をカメラに向ける== | ||
+ | <pre> | ||
+ | var dir = userNameText.transform.position - Camera.main.transform.position; | ||
+ | var lookAtRotation = Quaternion.LookRotation(dir, Vector3.up); | ||
+ | var offsetRotation = Quaternion.FromToRotation(Vector3.forward, Vector3.forward); | ||
+ | userNameText.transform.rotation = lookAtRotation * offsetRotation; | ||
+ | </pre> |
2022年12月13日 (火) 04:45時点における版
ターゲットの向きを向く
enemyObj.transform.LookAt(playerObj.transform);
こちらを向かせる
注意:負荷が高いかもなので、近くのオブジェクトだけとかの対応が必要かも。
全体処理を行うLookAtScene.cs
public class LookAtScene : MonoBehaviour { [SerializeField] GameObject charaCubePrefab; [SerializeField] GameObject player; void Start() { for (int i = 0; i < 10; i++) { GameObject charaCube = Instantiate(charaCubePrefab); charaCube.transform.localPosition = new Vector3(1f * i - 2.5f, Random.RandomRange(-5f, 5f), Random.RandomRange(-1f, 1f)); charaCube.GetComponent<CharaCubeController>().player = player; } } }
CharaCubeのPrefabにつけたCharaCubeController.cs
public class CharaCubeController : MonoBehaviour { public GameObject player; void Update() { var dir = transform.position - player.transform.position; var lookAtRotation = Quaternion.LookRotation(dir, Vector3.up); var offsetRotation = Quaternion.FromToRotation(Vector3.forward, Vector3.forward); transform.rotation = lookAtRotation * offsetRotation; } }
参考:https://nekojara.city/unity-look-at
アバターにつけた名前をカメラに向ける
var dir = userNameText.transform.position - Camera.main.transform.position; var lookAtRotation = Quaternion.LookRotation(dir, Vector3.up); var offsetRotation = Quaternion.FromToRotation(Vector3.forward, Vector3.forward); userNameText.transform.rotation = lookAtRotation * offsetRotation;