首页 > 解决方案 > Unity XR 集成场景对象随着头部运动而旋转

问题描述

当我将相机声明为全局变换类型时,这一切都发生了。只是希望调试射线跟随头部运动并放置在中心。我设法做到了,但场景中的所有对象都效仿

public GameObject ground;
public Transform lookCamera;

void Update()
{
   Transform camera = lookCamera;
   Ray Ray;
   RaycastHit[] hits;
   GameObject hitObject;

 
   Debug.DrawRay(camera.position,camera.rotation * Vector3.forward * 100.0f)

   ray = new Ray(camera.position, camera.rotation * Vector3.forward);
   hits = Physics.Raycast(ray);

   for (int i=0; i<hits.Length; i++)
   {
       RaycastHit hit = hits[i];
       hitObject = hit.collider.gameObject;

       if (hitObject == ground)
       {
          Debug Log("Hit (x,y,z): " + hit.point.toString("F2"));
          transform.position = hit.point;
       }
      }
   }
}

现在我已经删除了全局声明并从此更改

Transform camera = lookCamera;

对此

Transform camera = Camera.main.transform;

问题一直没有解决。我什至创造了一个全新的场景。检查 XRrig 主摄像头上的绑定似乎无济于事。有人知道如何解决这个问题吗?

标签: integrationvirtual-realityoculustoolkit

解决方案


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