GameObjectをスクリプトから、一時的に非表示にする方法を試してみました。 Unityでは、以下の2つの方法が一般的な. Unity - Manual: Deactivating Game. Objects. A Game. Object can be temporarily removed from the scene by marking it as inactive. This can be done using its active. Self property from a script or with the activation checkbox in the inspector. A Game. Object’s activation checkbox. When a parent object is deactivated, the deactivation also overrides the active. Self setting on all its child objects, so the whole hierarchy from the parent down is made inactive. Part of the problem is gameobject compares aren’t trival,see. The translate and smooth rotate, are expensive. For almost all of the other objects in the game these. Openable Door.js _____HERE!!!!! - works with Unity 4 //Make an empty game object and call it 'Door' //Rename your 3D door model to 'Body'. Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and. スクリプトからGameObjectを動的に生成するには、UnityではPrefabというAssetを準備して、そのPrefabをInstantiate関数を. Editor Scripts. AddChild - Adds an empty GameObject as a child of each selected object. AddParent - Parents all selected objects under new empty GameObject. Collecting the pick-up objects; discussing physics, collisions and triggers. I try to create GUI button that activate/deactivate a script attached to an object. I try different solution, but I don't understand where I'm wrong. Note that this does not change the value of the active. Self property on the child objects, so they will return to their original state once the parent is reactivated. This means that you can’t determine whether or not a child object is currently active in the scene by reading its active. Self property. Instead, you should use the active. In. Hierarchy property, which takes the overriding effect of the parent into account. This overriding behaviour was introduced in Unity 4. In earlier versions, there was a function called Set. Active. Recursively which could be used to activate or deactivate the children of a given parent object. However, this function worked differently in that the activation setting of each child object was changed - the whole hierarchy could be switched off and on but the child objects had no way to “remember” the state they were originally in. To avoid breaking legacy code, Set. Active. Recursively has been kept in the API for 4. In the unusual case where you actually want the children’s active. Self settings to be changed, you can use code like the following: -// Java. Script. function Deactivate. Children(g: Game. Object, a: boolean) {. Self = a. for (var child: Transform in g. Deactivate. Children(child. Object, a). void Deactivate. Children(Game. Object g, bool a) {. Self = a. foreach (Transform child in g. Deactivate. Children(child. Unityは3Dも2Dも得意な最強のゲーム開発プラットフォーム!ハイクオリティなゲームを開発して、スマートフォン、パソコン.Unity 3. D] "Openable Door" | Tutorial. Openable Door. js ______________HERE!!!!!!!! Unity 4//Make an empty game object and call it "Door"//Rename your 3. D door model to "Body"//Parent a "Body" object to "Door"//Make sure thet a "Door" object is in left down corner of "Body" object. The place where a Door Hinge need be//Add a box collider to "Door" object and make it much bigger then the "Body" model, mark it trigger//Assign this script to a "Door" game object that have box collider with trigger enabled//Press "f" to open the door and "g" to close the door//Make sure the main character is tagged "player"// Smothly open a doorvar smooth = 2. Door. Open. Angle = 9. Rot : Vector. 3; private var open. Rot : Vector. 3; function Start(){default. Rot = transform. euler. Angles; open. Rot = new Vector. Rot. x, default. Rot. Door. Open. Angle, default. Rot. z); }//Main functionfunction Update (){if(open){//Open doortransform. Angles = Vector. 3. Slerp(transform. euler. Angles, open. Rot, Time. Time * smooth); }else{//Close doortransform. Angles = Vector. 3. Slerp(transform. euler. Angles, default. Rot, Time. Time * smooth); }if(Input. Get. Key. Down("f") & & enter){open = ! On. GUI(){if(enter){GUI. Label(new Rect(Screen. Screen. height - 1. Press 'F' to open the door"); }}//Activate the Main function when player is near the doorfunction On. Trigger. Enter (other : Collider){if (other. Object. tag == "Player") {enter = true; }}//Deactivate the Main function when player is go away from doorfunction On. Trigger. Exit (other : Collider){if (other. Object. tag == "Player") {enter = false; }}//@youtube.
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