错误树模:
一开始把移动的代码写到update里去了,发现物体老是掉(总之移动非常不流通,体验感很差)
- void Update()
- {
- Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
- if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, LayerMask.GetMask("Interactables")))
- {
- if (Input.GetMouseButton(0))
- {
- hit.transform.position=ScreenToWorldPos(Input.mousePosition);
-
- }
- }
- }
- public Vector3 ScreenToWorldPos(Vector3 screenPosition)
- {
- Vector3 targetScreenPos = Camera.main.WorldToScreenPoint(depthReference.position);
- float depth = targetScreenPos.z;
- screenPosition.z = depth;
- Vector3 worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
- return worldPosition;
- }
复制代码 修改:
把移动的代码改到协程里更新就能流通移动了
- void Update()
- {
- Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
- if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, LayerMask.GetMask("Interactables")))
- {
- if (Input.GetMouseButtonDown(0))
- {
-
- StartCoroutine(Move(hit.collider.transform));
- }
- }
- }
- IEnumerator Move(Transform hitobj)
- {
- while (true)
- {
-
- if (Input.GetMouseButton(0) )
- {
- Vector3 targetPosition = ScreenToWorldPos(Input.mousePosition);
-
- hitobj.position = targetPosition;
-
- }
-
- yield return null;
- }
- }
- public Vector3 ScreenToWorldPos(Vector3 screenPosition)
- {
- Vector3 targetScreenPos = Camera.main.WorldToScreenPoint(depthReference.position);
- float depth = targetScreenPos.z;
- screenPosition.z = depth;
- Vector3 worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
- return worldPosition;
- }
复制代码
问了一下gpt大概是这个原理,说白了就是鼠标输入不是逐帧更新的,它不绝在更新,update执行速率跟不上,协程的执行速率跟得上(但是我照旧没明白为啥协程比update快,就算update重新启动,可是执行的代码都是一样的,要么就是因为update每次都要重新举行射线检测拖慢了速率吧)
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