Unity相机跟随小结
做游戏的时候相机是我们的直接感官,相机的跟随方式严重关系到游戏的体验。我们最常用的跟随方式是
transform.position = Vector3.Lerp(transform.position, GetTargetPos(player), deltaTime * speed);
transform.rotation = Quaternion.Lerp(transform.rotation, GetTargetRotation(player), deltaTime * rSpeed);
需要注意的是上面deltaTtime,需要根据目标物体的运动更新方式设置相应的值。如果目标物体的运动是物理速度或者物理更新,那么应该使用Time.FixedDeltaTIme,并且此段代码应该放在FixedUpate中。对于update下运动的物体,就应该使用Time.DeltaTIme。
如果不这么做会常常发生抖动情况,甚至有时搞不清除到底是相机的问题还是目标自身的问题。
下面是一个赛车游戏的相机跟随方式
public class FollowCamera : MonoBehaviour { internal enum UpdateMode { Update, FixedUpdate } [SerializeField] UpdateMode updateMode=UpdateMode.Update; [SerializeField]Transform cam; [SerializeField]Transform player; [SerializeField]Vector3 offsetPos; [SerializeField] float speed; [SerializeField] float rSpeed; Vector3 pos; [SerializeField] Vector3 angel;//对目标的局部旋转 Quaternion rotation; private void Awake() { player = GameObject.FindGameObjectWithTag("Player").transform; } // Update is called once per frame void Update() { if (updateMode != UpdateMode.Update) return; SetCameraPosLerp(UpdateMode.Update); } private void FixedUpdate() { if (updateMode != UpdateMode.FixedUpdate) return; SetCameraPosLerp(UpdateMode.FixedUpdate); } //获取目标位置 Vector3 GetTargetPos(Transform target) { Vector3 p = target.TransformPoint(offsetPos); return p; } //获取目标旋转 Quaternion GetTargetRotation(Transform target) { Quaternion r= Quaternion.Euler(angel); r = target.rotation * r;//跟随目标旋转的方式就是让目标旋转和局部旋转相乘 return r; } //更新相机的旋转和位置 void SetCameraPosLerp(UpdateMode mode) { if (!player) return; float deltaTime = 0; switch (mode) { case UpdateMode.Update: deltaTime = Time.deltaTime; break; case UpdateMode.FixedUpdate: deltaTime = Time.fixedDeltaTime; break; } transform.position = Vector3.Lerp(transform.position, GetTargetPos(player), deltaTime * speed); transform.rotation = Quaternion.Lerp(transform.rotation, GetTargetRotation(player), deltaTime * rSpeed); } //In Editor public void SetCameraPos() { if (!player) return; transform.position= GetTargetPos(player); transform.rotation = GetTargetRotation(player); } private void OnDrawGizmos() { if (!player) return; Gizmos.color = Color.red; Vector3 p = GetTargetPos(player); Gizmos.DrawWireSphere(p, 0.5f); Gizmos.DrawLine(p, player.position); } }