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PS:脚本挂在主摄像机上,对物体增加碰撞检测盒便可实现。 防止原网址删掉,复制一份(以下内容均为引用第一行网址内容,版权归原作者所有。)
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ModelDrage : MonoBehaviour { private Camera cam;//发射射线的摄像机 private GameObject go;//射线碰撞的物体 public static string btnName;//射线碰撞物体的名字 private Vector3 screenSpace; private Vector3 offset; private bool isDrage = false; void Start() { cam = Camera.main; } void Update() { //整体初始位置 Ray ray = cam.ScreenPointToRay(Input.mousePosition); //从摄像机发出到点击坐标的射线 RaycastHit hitInfo; if(isDrage ==false) { if (Physics.Raycast(ray, out hitInfo)) { //划出射线,只有在scene视图中才能看到 Debug.DrawLine(ray.origin, hitInfo.point); go = hitInfo.collider.gameObject; //print(btnName); screenSpace = cam.WorldToScreenPoint(go.transform.position); offset = go.transform.position - cam.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z)); //物体的名字 btnName = go.name; //组件的名字 } else { btnName = null; } } if (Input.GetMouseButton(0)) { Vector3 currentScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z); Vector3 currentPosition = cam.ScreenToWorldPoint(currentScreenSpace) + offset; if(btnName !=null) { go.transform.position = currentPosition; } isDrage = true; } else { isDrage = false; } } } ———————————————— 版权声明:本文为博主「南极冰魄」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。 原文链接:https://blog.csdn.net/weixin_41071087/article/details/79237849