Unity 3D缩放平面到屏幕尺寸 [英] Unity 3d scale plane to screen size

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本文介绍了Unity 3D缩放平面到屏幕尺寸的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我想将屏幕尺寸转换为世界尺寸,以便可以按与屏幕相同的比例缩放平面.但这只是让screen2World(0.0f,0.0f,0.0f)吗?

I want to transfer my screen size to world size so I can scale my plane with the same ratio as my screen. But it just makes screen2World (0.0f,0.0f,0.0f)?

void Awake()
{
    Vector3 screen2World = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width,Screen.height,0.0f));
    background.localScale = new Vector3(screen2World.x,1.0f,screen2World.y);
    print(screen2World);
}

推荐答案

您传递到ScreenToWorldPoint(...)z是距相机的z距离.在0f处,该点将直接位于中间,因为整个平截头体"都在0f处到达一点. 0f以外的任何东西都可以为您带来价值.

The z you pass into the ScreenToWorldPoint(...) is the z distance from the camera. At 0f the point will be directly in the middle, as the entire Frustum comes to a point at 0f. Anything other than 0f will give you a value.

public float distance = 100f;
void Awake()
{
    Vector3 screen2World = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width,Screen.height,distance));
    background.localScale = new Vector3(screen2World.x,1.0f,screen2World.y);
    print(screen2World);
}

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