![]() ![]() Upon experimentation, I found 2 possible solutions depending on what you want. Transform.rotation = Quaternion.RotateTowards(from, to, rotationDamping * ltaTime) Quaternion to = Quaternion.LookRotation(dir) Quaternion from = Quaternion.Euler(angles.x, angles.y, 0) There is an easier solution: Just keep the z rotation of the Quaternion you are rotating from to 0. Vector3 dir = targetPoint.position - transform.position Transform.Rotate(0, 0, -roll * rollCorrectionSpeed) public float rollCorrectionSpeed įloat roll = Vector3.Dot(transform.right, Vector3.up) You should try the pitch/yaw system suggested there.Īnother suggestion is to correct for the roll of your camera during the rotation. There is an excellent Q/A on gamedev.stackexchange on this subject. transform.localEulerAngles = new Vector3 (,, 0) How can I constrain the camera angle some way so that the horizon is always flat to the camera?Īdding the line suggested by below produces the correct rotation in relation to the horizon, but it snaps abruptly to z=0 at the start which is still not what I'm looking for. The camera performs the rotation and ends up pointing at the target object correctly, but as the camera pans up it tilts to one side making my game world set at an angle to the viewer, which is pretty disorienting: Quaternion newRotation = Quaternion.RotateTowards(transform.rotation, lookRotation, rotationDamping * ltaTime) Quaternion lookRotation = Quaternion.LookRotation(dir) More info See in Glossary.I have a camera facing the ground and I want to pan up to look at a target object in the distance.Ĭurrently, I achieve this with the following: Vector3 dir = targetPoint - transform.position When this happens, Unity displays a warning on the Light component Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. ![]() See in Glossary in your Scene, Unity forces Baked Lights to behave as though you set their Mode to Realtime. Note that if you disable Baked Global Illumination A group of techniques that model both direct and indirect lighting to provide realistic lighting results. More info See in Glossary do not receive light or shadow from Baked Lights. A GameObject’s functionality is defined by the Components attached to it. Dynamic GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.Baked Lights do not contribute to specular lighting.You cannot change the properties of Baked Lights at runtime.A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. For more information on using Light Probes, see Light Probes Light probes store information about how light passes through space in your scene. Unity bakes both direct and indirect lighting from Baked Lights into Light Probes.For more information on using lightmaps, see lightmapping. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. Unity bakes both direct lighting and indirect lighting from Baked Lights into lightmaps A pre-rendered texture that contains the effects of light sources on static objects in the scene.Because the complex calculations are performed in advance, Baked Lights reduce shading cost at runtime, and reduce the rendering cost of shadows.īaked Lights are useful for lighting things that won’t change at runtime, such as scenery. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. At runtime, Unity loads the baked lighting data, and uses it to light the Scene A Scene contains the environments and menus of your game. Unity performs the calculations for Baked Lights in the Unity Editor, and saves the results to disk as lighting data. This page describes the behavior of a Light component when you set its Mode property to Baked. ![]()
0 Comments
Leave a Reply. |