世界空间中的变换位置。
GameObject 的 Transform 的 position 属性,可以在 Unity Editor 中以及通过脚本来访问该属性。变更该值可移动 GameObject。获得该值可在 3D 世界空间中定位此 GameObject。
以下示例将更新球体的 position。该球体上下弹跳,旋转一圈。
using System.Collections; using System.Collections.Generic; using UnityEngine;
// Transform.position example. // // Animate a sphere around a circle and bounce up and down.
public class ExampleScript : MonoBehaviour { private Vector3 spherePosition; private float xzPosition, yPosition; private float increaseXZPosition, increaseYPosition;
void Awake() { // Three seconds per circular rotation. increaseXZPosition = (2.0f * Mathf.PI) / 3.0f;
// Random speed up/down. increaseYPosition = (2.0f * Mathf.PI) / 1.3f;
// Create a floor for the sphere to bounce on. GameObject quad; quad = GameObject.CreatePrimitive(PrimitiveType.Quad); quad.transform.rotation = Quaternion.Euler(90, 0, 0); quad.transform.localScale = new Vector3(8, 8, 1);
// Sphere is 1 unit in size. Drop floor by half this. quad.transform.position = new Vector3(0.0f, -0.5f, 0.0f);
// Change the camera position and rotation. Camera.main.transform.position = new Vector3(2.5f, 7.5f, 0.8f); Camera.main.transform.rotation = Quaternion.Euler(65, -105, 0); }
void Update() { // Move sphere around the circle. spherePosition = new Vector3(2.0f * Mathf.Sin(xzPosition), 4.0f * Mathf.Sin(yPosition), 2.0f * Mathf.Cos(xzPosition)); transform.position = spherePosition;
// Update the rotating position. xzPosition += increaseXZPosition * Time.deltaTime; if (xzPosition > 2.0f * Mathf.PI) { xzPosition = xzPosition - 2.0f * Mathf.PI; }
// Update the up/down position. yPosition += increaseYPosition * Time.deltaTime; if (yPosition > Mathf.PI) { yPosition = yPosition - Mathf.PI; } }
// Display the changing position of the sphere. void OnGUI() { GUIStyle fontSize = new GUIStyle(GUI.skin.GetStyle("label")); fontSize.fontSize = 24; GUI.Label(new Rect(20, 20, 300, 50), "Position: " + spherePosition.ToString("F2"), fontSize); } }
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