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unity 射线检测2D物体

作者:互联网

 Vector3  mousepoint = Input.mousePosition;
            mousepoint.z =Mathf.Abs( Camera.main.transform.position.z);//非常重要,如果不是正交摄像机,就需要转换
            var v = Camera.main.ScreenToWorldPoint(mouspoint);
            RaycastHit2D hit = Physics2D.Raycast(v, Vector2.zero,0);
            if (hit.collider)
            {
                Debug.Log(hit.collider.name);
            }

首先需要挂载Collider2D,然后摄像机如果不是正交,需要mathf转换成正的坐标

第二种办法是网上找的

 /// <summary>
    /// 返回鼠标的坐标
    /// </summary>
    /// <returns></returns>
    public static Vector2 GetMousePoint()
    {
        Vector3 screenPos = Input.mousePosition;
        Vector3 p0 = Camera.main.transform.position;
        screenPos.z = p0.z;
        Vector3 p1 = Camera.main.ScreenToWorldPoint(screenPos);
        float h2 = 0.0f - p0.z;
        float h1 = p1.z - p0.z;
        Vector3 dir = p1 - p0;
        dir.z = 0.0f;
        float d1 = dir.magnitude;
        float d2 = d1 * h2 / h1;
        Vector3 p2 = p0 + dir.normalized * d2;
        p2.z = 0;
        return p2;//将正确的鼠标屏幕坐标换成世界坐标交给物体
    }

标签:p0,float,Vector3,2D,射线,unity,Camera,main,dir
来源: https://blog.csdn.net/qq_42228424/article/details/120924882