using System.Collections; using System.Collections.Generic; using UnityEngine; public class LookAtMainCamera : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { //当前对象始终面向摄像机。 this.transform.LookAt(Camera.main.transform.position); this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.LookRotation(Camera.main.transform.position - this.transform.position),0); } }
原文链接:https://blog.csdn.net/qq_31726339/article/details/78131729
public class Test : MonoBehaviour { public float rotationspeed = 3;//旋转速度 //public float speedpostpone = 3;//移动延迟 public Transform targetmodel;//围绕的目标物体 private GameObject[] image;//需要旋转的物体 private void Awake() { image = GameObject.FindGameObjectsWithTag("ico");//你定义tag的名字 } private void Update() { foreach(GameObject game in image) { game.GetComponent<Transform>().eulerAngles = new Vector3(targetmodel.eulerAngles.x, targetmodel.eulerAngles.y, 0); } } }
原文链接:https://blog.csdn.net/why820mmm/article/details/134695072
标签:Unity3D,eulerAngles,c#,void,transform,private,摄像机,image,public From: https://www.cnblogs.com/zany-hui/p/18487869