「Unity/3d/ゆっくり移動」の版間の差分
提供: 初心者エンジニアの簡易メモ
(→Sleapを使って球状にゆっくり移動を) |
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行18: | 行18: | ||
[SerializeField] GameObject endObj; | [SerializeField] GameObject endObj; | ||
[SerializeField] GameObject nowObj; | [SerializeField] GameObject nowObj; | ||
+ | float speed = 0.3f; | ||
void Update() | void Update() | ||
{ | { | ||
float distance = Vector3.Distance(startObj.transform.localPosition, endObj.transform.localPosition); | float distance = Vector3.Distance(startObj.transform.localPosition, endObj.transform.localPosition); | ||
− | float present = (Time.time * speed) / distance | + | float present = (Time.time * speed) / distance; |
nowObj.transform.localPosition = Vector3.Slerp(startObj.transform.localPosition, endObj.transform.localPosition, present); | nowObj.transform.localPosition = Vector3.Slerp(startObj.transform.localPosition, endObj.transform.localPosition, present); | ||
}</pre> | }</pre> |
2022年12月10日 (土) 18:26時点における版
Leapを使って直線でゆっくり移動を
presentには0〜1を入れる。
float present = 0f; // 0~1 [SerializeField] GameObject startObj; [SerializeField] GameObject endObj; [SerializeField] GameObject nowObj; void Update() { present += 0.01f; nowObj.transform.localPosition = Vector3.Lerp(startObj.transform.localPosition, endObj.transform.localPosition, present); }
Sleapを使って球状にゆっくり移動を
presentには0〜1を入れる。
[SerializeField] GameObject startObj; [SerializeField] GameObject endObj; [SerializeField] GameObject nowObj; float speed = 0.3f; void Update() { float distance = Vector3.Distance(startObj.transform.localPosition, endObj.transform.localPosition); float present = (Time.time * speed) / distance; nowObj.transform.localPosition = Vector3.Slerp(startObj.transform.localPosition, endObj.transform.localPosition, present); }