How to use unity3D to realize 3D object following Mouse
Today, I will talk to you about how to use unity3D to achieve three-dimensional objects to follow the mouse, many people may not understand, in order to make you better understand, the editor summed up the following, I hope you can get something according to this article.
For everyone to share the unity3D implementation of three-dimensional objects to follow the mouse specific code, for your reference, the specific content is as follows
Effect picture:
1. Create a 3D object Cylinder cylinder Target
two。 Create a glossary Yellow shader
3. Attach a shader to a Target object
4. Create script MouseMove.cs
MouseMove.cs code
Using UnityEngine;/* makes the object follow the mouse completely * / public class MouseMove: MonoBehaviour {[Header ("main camera")] [Tooltip ("main camera")] / main camera / public Camera maincamera; [Header ("target object")] [Tooltip ("target object")] / target object / public Transform target; void Start () {isDown = false TargetWTSP = m_mainCamera.WorldToScreenPoint (m_target.position);} / whether to press / private bool isDown; / record the position of target world coordinates to screen coordinates during initialization WTSP==WorldToScreenPoint / private Vector3 targetWTSP; void Update () {if (Input.GetMouseButtonDown (0)) {isDown = true;} if (Input.GetMouseButtonUp (0)) {isDown = false }} private void LateUpdate () {if (isDown) {Vector3 mouseVec3 = m_mainCamera.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, targetWTSP.z); m_target.position = mouseVec3;}
5. Create a new empty object Script, mount the MouseMove.cs script, and then drag the camera and Target objects onto the script
Over!
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