Unity攝像機旋轉和位移跟隨
阿新 • • 發佈:2019-02-17
http://blog.csdn.net/tanmengwen/article/details/7995932public Transform target; public float distance ; public float targetHeight; private float x = 0.0f; private float y = 0.0f; void Start () { var angles = transform.eulerAngles; x = angles.x; y = angles.y; } void LateUpdate () { if(!target) return; y = target.eulerAngles.y; // ROTATE CAMERA: Quaternion rotation = Quaternion.Euler(x, y, 0); transform.rotation = rotation; // POSITION CAMERA: Vector3 position = target.position - (rotation * Vector3.forward * distance + new Vector3(0,-targetHeight,0)); transform.position = position; }