unity摄像机跟随鼠标旋转

第一种

 float vertical = Input.GetAxis("Mouse X")
float horizontal = Input.GetAxis("Mouse Y")

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MoveForce : MonoBehaviour
{
    private Rigidbody m_Rigidbody;//变量定义:开辟空间
    private  int force = 60;//赋值一个力
    private float m_MouseSensitive = 3.0f;//控制鼠标敏感程度
    
    // Start is called before the first frame update
    void Start()
    {
        m_Rigidbody = GetComponent<Rigidbody>();//获得组件
    }

    // Update is called once per frame
    void FixedUpdate()//0.02s执行一次,固定添加Fixed
    {
          // float vertical = Input.GetAxis("Vertical");//虚拟轴(-1.1)
           // float horizontal = Input.GetAxis("Horizontal");//水平轴
       float vertical = Input.GetAxis("Mouse X");//上下
       float horizontal = Input.GetAxis("Mouse Y");//左右
        // m_Rigidbody.AddForce(new Vector3(horizontal, 0, vertical) * force);
        transform.Rotate(vertical *m_MouseSensitive ,horizontal *m_MouseSensitive ,0);//x.y.z
       // var rotation = transform.rotation * Quaternion.AngleAxis(horizontal * m_MouseSensitive, Vector3.up)
        //  * Quaternion.AngleAxis(vertical *m_MouseSensitive ,Vector3.left );//*乘积 Quaternion四元数旋转以乘积连接 t*p
      //  transform.rotation = rotation;

    }
}

第二种

通过

计算坐标时只需要通过Quaternion.Euler来取得旋转四元数,以玩家为原点衍生一条(0,0,-1)的向量并乘上四元数以旋转至Player指向摄像机的方向,最后乘上Distance,即可得到摄像机相对玩家的偏移。

var rotation = transform.rotation * Quaternion.AngleAxis(horizontal * m_MouseSensitive, Vector3.up)
         * Quaternion.AngleAxis(vertical * m_MouseSensitive, Vector3.left);//*乘积 Quaternion四元数旋转以乘积连接 t*p
        transform.rotation = rotation;

最后只要将摄像机放置在那个位置,然后LookAt旋转到z轴正方向指向玩家就完事儿了。


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