設(shè)置碰撞體,例如cube
將腳本掛載在物體上,碰撞顯示text文章來(lái)源:http://www.zghlxwxcb.cn/news/detail-506305.html
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode;
public class ColliderSign : NetworkBehaviour
{
public GameObject text;
void Start()
{
text.SetActive(false);
}
private void OnCollisionEnter(Collision collision) {
if(collision.gameObject.GetComponent<PlayerControl>().IsLocalPlayer){
text.SetActive(true);
}
}
private void OnCollisionStay(Collision collision) {
if(collision.gameObject.GetComponent<PlayerControl>().IsLocalPlayer){
text.SetActive(true);
}
}
private void OnCollisionExit(Collision collision)
{
if(collision.gameObject.GetComponent<PlayerControl>().IsLocalPlayer){
text.SetActive(false);
}
}
}
碰撞體的子物體,例如3dObject-legacy-text
綁定代碼,使文字一直正對(duì)屏幕(相機(jī))文章來(lái)源地址http://www.zghlxwxcb.cn/news/detail-506305.html
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LookAtMainCamera : MonoBehaviour
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.LookAt(transform.position + Camera.main.transform.rotation *
Vector3.forward,Camera.main.transform.rotation * Vector3.up);
}
}
到了這里,關(guān)于unity3d人物碰撞提示文字的文章就介紹完了。如果您還想了解更多內(nèi)容,請(qǐng)?jiān)谟疑辖撬阉鱐OY模板網(wǎng)以前的文章或繼續(xù)瀏覽下面的相關(guān)文章,希望大家以后多多支持TOY模板網(wǎng)!