Unity Smooth 2D相机跟随 - 巨大的问题:(

时间:2015-04-13 18:28:10

标签: unity3d camera smooth

正如您在主题中看到的那样 - 我遇到了相机问题。我使用了一个脚本(你可以在下面看到),我有类似的东西 - http://rapidgamesstudio.com/games/diggermachines/

我想要实现的是一个平稳的跟随相机到播放器。 我尝试了一切。我有大约50-60帧/秒仍然发生这个错误。

这是我的相机代码:

void Update() {

if(!player)
    return;

//if(!isDiggableCamera) {
    Vector3 point = Camera.main.WorldToViewportPoint(player.transform.position);
    Vector3 delta = player.transform.position - Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, point.z)); //(new Vector3(0.5, 0.5, point.z));
    Vector3 destination = transform.position + delta;
    destination.z = transform.position.z;
    transform.position = Vector3.SmoothDamp(transform.position, destination, ref velocity, dampTime);

//Vector3 destination = new Vector3(player.transform.position.x, player.transform.position.y, transform.position.z);
//transform.position = Vector3.SmoothDamp(transform.position, destination, ref velocity, dampTime);

//} else {
//    startDigging(0, 0, 0);
//}

leftSite.position = new Vector3(leftSite.position.x, player.position.y, leftSite.position.z);
rightSite.position = new Vector3(rightSite.position.x, 

player.position.y, rightSite.position.z);
}

我尝试在Update(),FixedUpdate(),LateUpdate()中执行此代码,即使只有三个 - 仍然是同样的问题。

以下更新玩家位置的代码:

//move player

float changableSpeedX = 5000.0f;
        float changableSpeedY = 6000.0f;
        Vector2 speed = new Vector2(x * Time.deltaTime * changableSpeedX,
                                    y * Time.deltaTime * changableSpeedY);


        //if(playerRigidbody.velocity.y + speed.y >= Game.game().activeMaxVelY)
        //    speed.y = Game.game().activeMaxVelY - playerRigidbody.velocity.y;

        playerRigidbody.AddForce(speed);
            //AddForce(speed);


//and checking max speed

protected void checkSpeed()
    {
        if(playerRigidbody.velocity.x > Game.game().activeMaxVelX)
            playerRigidbody.velocity = new Vector2(Game.game().activeMaxVelX, playerRigidbody.velocity.y);

        if(playerRigidbody.velocity.x < -Game.game().activeMaxVelX)
            playerRigidbody.velocity = new Vector2(-Game.game().activeMaxVelX, playerRigidbody.velocity.y);


        if(playerRigidbody.velocity.y > Game.game().activeMaxVelY)
            playerRigidbody.velocity = new Vector2(playerRigidbody.velocity.x, Game.game().activeMaxVelY);

        if(playerRigidbody.velocity.y < maxSpeedYGravity)
            playerRigidbody.velocity = new Vector2(playerRigidbody.velocity.x, maxSpeedYGravity);
    }

有人可以帮助我吗?

如果您需要更多代码,请告诉我哪个部分(因为我不想添加太多不必要的代码)

2 个答案:

答案 0 :(得分:0)

我可以建议一个lerp先生,在更新功能中使用这个

  maincamera.transform.position = new vector3(maincamera.transform.position,player.transform.poistion,speed*Time.deltaTime);

答案 1 :(得分:0)

  

尝试这个!!!

 private float xMax;
[SerializeField]
private float yMax;
[SerializeField]
private float xMin;
[SerializeField] 
private float yMin;
private Transform target;

// Use this for initialization
void Start () {
    target = GameObject.Find("Player").transform;   
}

// Update is called once per frame
void LateUpdate () {
    transform.position = new Vector3(Mathf.Clamp(target.position.x, xMin, xMax), Mathf.Clamp(target.position.y, yMin, yMax),transform.position.z);
}

}