C# 使游戏对象在统一增强现实中可触摸
我正在尝试与Vuforia SDK联合开发增强现实iOS应用程序。我正在努力让我的游戏对象可以触摸 目前,我可以让我的游戏对象像预期的那样悬停在我的标记上。然而,当点击它们时,什么也没有发生 这是我的等级制度 现在,我一直在浏览论坛和在线教程,了解如何做到这一点,下面是我到目前为止的代码 我有两个C#脚本:touchableManager(附加到ARCamera)和touchableGameobject(附加到Cube和Cube) touchableManager:C# 使游戏对象在统一增强现实中可触摸,c#,ios,unity3d,augmented-reality,vuforia,C#,Ios,Unity3d,Augmented Reality,Vuforia,我正在尝试与Vuforia SDK联合开发增强现实iOS应用程序。我正在努力让我的游戏对象可以触摸 目前,我可以让我的游戏对象像预期的那样悬停在我的标记上。然而,当点击它们时,什么也没有发生 这是我的等级制度 现在,我一直在浏览论坛和在线教程,了解如何做到这一点,下面是我到目前为止的代码 我有两个C#脚本:touchableManager(附加到ARCamera)和touchableGameobject(附加到Cube和Cube) touchableManager: using UnityEn
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class touchableManager : MonoBehaviour
{
public LayerMask touchInputMask;
private List<GameObject> touchList = new List<GameObject>();
private GameObject[] touchesOld;
private RaycastHit hit;
void Update ()
{
if (Input.touchCount > 0)
{
touchesOld = new GameObject[touchList.Count];
touchList.CopyTo(touchesOld);
touchList.Clear();
foreach (Touch touch in Input.touches)
{
Ray ray = GetComponent<Camera>().ScreenPointToRay (touch.position); //attached the main camera
if (Physics.Raycast(ray, out hit, 100f, touchInputMask.value))
{
GameObject recipient = hit.transform.gameObject;
touchList.Add(recipient);
if (touch.phase == TouchPhase.Began) {
recipient.SendMessage ("onTouchDown", hit.point, SendMessageOptions.DontRequireReceiver);
}
if (touch.phase == TouchPhase.Ended) {
recipient.SendMessage ("onTouchUp", hit.point, SendMessageOptions.DontRequireReceiver);
}
if (touch.phase == TouchPhase.Stationary || touch.phase == TouchPhase.Moved) {
recipient.SendMessage ("onTouchStay", hit.point, SendMessageOptions.DontRequireReceiver);
}
if (touch.phase == TouchPhase.Canceled) {
recipient.SendMessage ("onTouchExit", hit.point, SendMessageOptions.DontRequireReceiver);
}
}
}
foreach (GameObject g in touchesOld)
{
if (!touchList.Contains(g))
{
g.SendMessage("onTouchExit", hit.point, SendMessageOptions.DontRequireReceiver);
}
}
}
}
}
使用UnityEngine;
使用系统集合;
使用System.Collections.Generic;
公共类touchableManager:MonoBehavior
{
公共层掩码touchInputMask;
私有列表touchList=新列表();
私有游戏对象[]触摸屏;
二等兵雷卡斯特命中;
无效更新()
{
如果(Input.touchCount>0)
{
touchesOld=新游戏对象[touchList.Count];
touchList.CopyTo(touchesOld);
touchList.Clear();
foreach(输入触摸,触摸)
{
Ray Ray=GetComponent().ScreenPointToRay(touch.position);//已连接主摄像头
if(物理.光线投射(光线,外击,100f,触摸输入掩码.值))
{
GameObject recipient=hit.transform.GameObject;
touchList.Add(收件人);
if(touch.phase==TouchPhase.start){
recipient.SendMessage(“onTouchDown”,hit.point,SendMessageOptions.DontRequireReceiver);
}
如果(touch.phase==TouchPhase.end){
recipient.SendMessage(“onTouchUp”、hit.point、SendMessageOptions.DontRequireReceiver);
}
if(touch.phase==TouchPhase.stative | | touch.phase==TouchPhase.Moved){
recipient.SendMessage(“onTouchStay”,hit.point,SendMessageOptions.DontRequireReceiver);
}
如果(touch.phase==touch.phase.cancelled){
recipient.SendMessage(“onTouchExit”,hit.point,SendMessageOptions.DontRequireReceiver);
}
}
}
foreach(touchesOld中的游戏对象g)
{
如果(!touchList.Contains(g))
{
g、 SendMessage(“onTouchExit”,hit.point,SendMessageOptions.DontRequestReceiver);
}
}
}
}
}
touchableGameobject:
using UnityEngine;
using System.Collections;
public class touchableGameobject : MonoBehaviour
{
public Color defaultColor;
public Color selectedColor;
private Material mat;
void Start()
{
mat = GetComponent<Renderer>().material;
}
void onTouchDown()
{
mat.color = selectedColor;
}
void onTouchUp()
{
mat.color = defaultColor;
}
void onTouchStay()
{
mat.color = selectedColor;
}
void onTouchExit()
{
mat.color = defaultColor;
}
}
使用UnityEngine;
使用系统集合;
公共类touchableGameobject:MonoBehavior
{
公共色彩;
公共颜色选择颜色;
私人材料垫;
void Start()
{
mat=GetComponent().材料;
}
void onTouchDown()
{
mat.color=所选颜色;
}
void onTouchUp()
{
mat.color=默认颜色;
}
逗留期间无效()
{
mat.color=所选颜色;
}
void onTouchExit()
{
mat.color=默认颜色;
}
}
到目前为止,我的应用程序所做的只是显示这两个游戏对象。当我轻触它们时,什么也没发生。点击时,代码应更改立方体的颜色
请,任何帮助都将不胜感激。请引导我走正确的路
编辑:添加框碰撞器。见截图
尝试更改方法调用:
recipient.SendMessage ("onTouchExit")
我知道参数是“可选的”,但突然
更多信息,我建议在调试器中检查变量的值。也许在某个地方。在任何情况下,您都可以理解哪个方法没有被调用。我使用Unity方法就可以让它正常工作 void OnMouseDown(){ //…在这里写下你的东西,然后点击执行
}好吧,在反复摆弄和头部撞击之后,我终于找到了答案。我在这里发布了对我有用的东西,以防未来的可怜灵魂能从中获得一些价值 我将回答我自己的问题,希望在我之后的任何人都会觉得这很有帮助 下面的代码对我很有用。将
touchableGameObject.cs
附加到游戏对象,并将touchableManager.cs
附加到ARCamera
touchableGameObject.cs:
using UnityEngine;
using System.Collections;
public class touchableGameobject : MonoBehaviour
{
public Color defaultColor;
public Color selectedColor;
private Material mat;
void Start()
{
mat = GetComponent<Renderer>().material;
}
void onTouchDown()
{
mat.color = selectedColor;
}
void onTouchUp()
{
mat.color = defaultColor;
}
void onTouchStay()
{
mat.color = selectedColor;
}
void onTouchExit()
{
mat.color = defaultColor;
}
}
使用UnityEngine;
使用系统集合;
公共类touchableGameobject:MonoBehavior
{
公共色彩;
公共颜色选择颜色;
私人材料垫;
void Start()
{
mat=GetComponent().材料;
}
void onTouchDown()
{
mat.color=所选颜色;
}
void onTouchUp()
{
mat.color=默认颜色;
}
逗留期间无效()
{
mat.color=所选颜色;
}
void onTouchExit()
{
mat.color=默认颜色;
}
}
touchableManager.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class touchableManager : MonoBehaviour
{
public LayerMask touchInputMask;
private List<GameObject> touchList = new List<GameObject>();
private GameObject[] touchesOld;
private RaycastHit hit;
void Update ()
{
if (Input.touchCount > 0)
{
touchesOld = new GameObject[touchList.Count];
touchList.CopyTo(touchesOld);
touchList.Clear();
foreach (Touch touch in Input.touches)
{
Ray ray = Camera.main.ScreenPointToRay(touch.position); //attached the main camera
if (Physics.Raycast(ray, out hit, Mathf.Infinity, touchInputMask.value))
{
GameObject recipient = hit.transform.gameObject;
touchList.Add(recipient);
if (touch.phase == TouchPhase.Began) {
Debug.Log("Touched: " + recipient.name);
recipient.SendMessage ("onTouchDown", hit.point, SendMessageOptions.DontRequireReceiver);
}
if (touch.phase == TouchPhase.Ended) {
recipient.SendMessage ("onTouchUp", hit.point, SendMessageOptions.DontRequireReceiver);
}
if (touch.phase == TouchPhase.Stationary || touch.phase == TouchPhase.Moved) {
recipient.SendMessage ("onTouchStay", hit.point, SendMessageOptions.DontRequireReceiver);
}
if (touch.phase == TouchPhase.Canceled) {
recipient.SendMessage ("onTouchExit", hit.point, SendMessageOptions.DontRequireReceiver);
}
}
}
foreach (GameObject g in touchesOld)
{
if (!touchList.Contains(g))
{
g.SendMessage("onTouchExit", hit.point, SendMessageOptions.DontRequireReceiver);
}
}
}
}
}
使用UnityEngine;
使用系统集合;
使用System.Collections.Generic;
公共类touchableManager:MonoBehavior
{
公共层掩码touchInputMask;
私有列表touchList=新列表();
私有游戏对象[]触摸屏;
二等兵雷卡斯特命中;
无效更新()
{
如果(Input.touchCount>0)
{
touchesOld=新游戏对象[touchList.Count];
touchList.CopyTo(touchesOld);
touchList.Clear();
foreach(输入触摸,触摸)
{
Ray Ray=Camera.main.ScreenPointRoay(touch.position);//连接了主摄像机
if(Physics.Raycast(光线、外击、数学无限、touchInputMask.value))
{
GameObject recipient=hit.transform.GameObject;
touchList.Add(收件人);
if(touch.phase==TouchPhase.start){