如何修复Unity中我的道路对象尺寸小于预期的问题?

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英文:

How can I fix the issue of my road object being smaller than expected in Unity?

问题

Creating and stretching an object is not working properly.

我正在尝试在Unity中为2D顶视项目创建道路系统。流程如下:

  1. 用户在屏幕上点击,预览线出现
  2. 预览线跟随鼠标光标移动
  3. 第二次点击后,端点设置,线条转换为与线条相同大小和位置的游戏对象。

一切都正常,直到进行变换操作,基本上代码创建了对象,但比预期要小得多。以下是一些截图:

预览线按预期工作
第二次点击后创建的对象(前一个截图上的预览线)

英文:

Creating and stretching an object is not working properly.

I am trying to create a road system for a 2D top-down project in Unity. The process is simple:

  1. User clicks on the screen, preview line appears
  2. Preview lines follows the mouse cursor
  3. After the second click endpoint is set and line transforms into a gameobject with the same size and position as a line.

Everything works until transformation, basically code creates the object, but it's much smaller than expected. Here are some screenshots:

Preview line works as expected
Object created after second click (preview line on previous screenshot)

using UnityEngine;

public class RoadBuilder : MonoBehaviour
{
    public GameObject roadPrefab; // Prefab to instantiate the road
    public LineRenderer previewLine; // LineRenderer to show the temporary road preview

    private Vector2 startingPoint; // Starting point of the road
    private Vector2 endingPoint; // Ending point point of the road
    private bool isBuildingRoad; // Flag to indicate if the user is currently building a road

    private void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            if (!isBuildingRoad)
            {
                // Start building road
                isBuildingRoad = true;
                startingPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                previewLine.positionCount = 2;
                previewLine.SetPosition(0, startingPoint);
                previewLine.SetPosition(1, startingPoint);
            }
            else
            {
                // Finish building road
                endingPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                CreateRoad(startingPoint, endingPoint);
                isBuildingRoad = false;
                previewLine.positionCount = 0;
            }
        }
        else if (isBuildingRoad)
        {
            // Update road preview
            Vector2 currentPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            previewLine.SetPosition(1, currentPoint);
        }
    }

private void CreateRoad(Vector2 start, Vector2 end)
{
    // Calculate road position
    Vector2 roadPosition = start;

    // Calculate road size and rotation
    float roadSize = Vector2.Distance(start, end);
    float roadRotation = Mathf.Atan2(end.y - start.y, end.x - start.x) * Mathf.Rad2Deg;

    // Instantiate the road game object
    GameObject road = Instantiate(roadPrefab, roadPosition, Quaternion.Euler(0f, 0f, roadRotation));
    road.transform.localScale = new Vector3(roadSize, 1f, 1f);
}



}

答案1

得分: 1

  1. 每单位像素更改为32,以便在世界中边长变为1。

  2. 打开精灵编辑器,将自定义枢轴更改为 X:0 Y:0.5(精灵的中间左侧)。

英文:

To achieve the same effect, you need to do two more things in the sprite import settings

  1. Change Pixels Per Unit to 32, so that the edge length of the sprite becomes 1 in the world.

  2. Open the Sprite Editor, change Custom Pivot to X:0 Y:0.5 (the middle-left of the sprite)

huangapple
  • 本文由 发表于 2023年5月22日 19:38:31
  • 转载请务必保留本文链接:https://go.coder-hub.com/76305782.html
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