Create a new script first
Click Create a folder named C #
Click the folder to create a C # script
Double-click File after building the file
Start the Script Editor
void Start () is the scene runtime loader
void Update () is a program that is executed every time a call to a needle is considered to be a trial execution
Write the first script below
Control camera Movement
Using Unityengine;
Using System.Collections;
public class Acc:monobehaviour
{
int speed=50;
void Start ()
{
}
void Update ()
{
float x = Input.getaxis ("horizontal") * Time.deltatime * speed;//move around
float z = input.getaxis ("Vertical") * Time.deltatime * speed;//move forward and backward
Main Camera Object Movement
Transform. Translate (X,0,Z);
}
}
Input.getaxis is the input manager
Click Edit
Understanding the input Manager
The red part is the key information
Horizontal is moved in parallel by pressing a D key and <----> arrow keys to Pan
Calling code
Input.getaxis ("Horizontal")
Time.deltatime is the time interval
Speed = 50; Is the step size
Distance to move around
float x = Input.getaxis ("horizontal") * Time.deltatime * speed;//move around
float z = input.getaxis ("Vertical") * Time.deltatime * speed;//move forward and backward
Main Camera Object Movement
Transform. Translate (X,0,z)
Unity3d Camera Detailed
Just as the footage in the movie is used to present the story to the audience, Unity's camera is used to present the game world to the player. You always have at least one camera in the scene and you can also have multiple. Multiple cameras can give you a two-person split-screen effect or create an advanced custom effect. You can let the camera move or control them with physical (components). Almost anything you can think of can be made possible with a camera, and in order to fit your game style, you can use a typical or special camera type.
Camera
A camera is a device that captures and displays the world for players. By customizing and manipulating the camera, you can make your game look different. In one scene you can have an unlimited number of cameras. They can be set to render in any order, render anywhere on the screen, or simply render part of the screen.
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Property
· Clear flags clears the mark to determine which part of the screen will be cleared. When using multiple cameras to depict different game scenes, it is very convenient to use it
· Background background The selected color is applied to the remaining screen when all the elements in the lens are depicted and no sky boxes are in place
· The culling mask culling mask contains or ignores the camera render object layer. Assigning layers to your objects in the Inspector View
· Projection projection Switching camera's analog perspective function
The--> perspective perspective camera will render the object in a fully pivoted manner.
--> orthographic orthographic camera renders objects evenly in a way that does not have a sense of perspective
· Size sizes The viewport size of the camera when orthogonal is set.
· field of view range camera's angle of view width, and longitudinal angle dimensions.
· Clipping the distance between the Planes clipping plane from the camera to the start and stop rendering.
--> near the nearest point of the camera is depicted relative to the closest point.
--> far point began to depict the farthest point relative to the camera.
• Normalized viewport rectangles use four values to indicate where the camera's view will be drawn on the screen, using a screen coordinate system (value 0-1).
--> X camera View will be drawn at the starting point of the horizontal position
--> Y Camera View will draw the starting point of the vertical position
--> W (width) Width camera output to the width of the screen
--> H (height) height
• The height of the camera output to the screen
· Depth the camera position in the depth drawing order, a camera with a larger value will be drawn on top of the camera with a smaller value
· Rendering path render paths This option defines the rendering method that the camera will use
--> use player Settings to set the camera to use the render path set in any player settings
--> Vertex lit vertex illumination This camera renders all objects as vertex light objects
--> Forward Fast rendering all objects will be rendered as one channel per material, as in unity2.x standard
--> Deferred Lighting delay illumination all objects will be illuminated once, and then the illumination of all objects will be rendered together at the end of the render queue
。
· Target Texture Destination Texture (Unity pro/advanced only) refer to the render Texture, which contains the output of the camera view. This reference property disables the ability of the camera to render to the screen.
Details
The camera is essential for displaying your game to the player. They can be customized, scripted, or quilt-like to achieve almost any conceivable effect. For a puzzle game, you want to keep the camera in a static display full view. For a first-person shooter, you should use the camera as a sub-object of the player's character and place it at a high level with the character's eyes. For a racing game, you might prefer to have the camera follow the player's vehicle.
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You can create multiple cameras and assign different depths to each one. The camera is drawn in depth from low to high, in other words, a camera with a depth of 2 will be drawn on a camera with a depth of 1. You can adjust the value of a standard viewport rectangle (referring to the previous list of properties) to change its size and its position on the screen. This allows you to create multiple small windows, such as a missile controller, a small map window, a rearview mirror, and so on.
Unity3d Learning Tutorial C # Script control camera