使用LineRenderer组件画出物体运动轨迹
LineRenderer默认只在Scene窗口中显示。为了让它在主相机画面中显示,您需要在LineRenderer组件上进行以下设置:
-
将LineRenderer组件的“Alignment”属性设置为“View”。
-
将“Material”属性设置为一个透明材质,以便曲线可以被看到但不会挡住场景中的其他物体。
-
确保主相机的“Clear Flags”属性设置为“Solid Color”或“Skybox”,而不是“Don’t Clear”。
-
将主相机的背景色设置为透明。
在代码中,您可以通过将LineRenderer组件的“Sorting Layer”设置为与主相机相同的图层,以确保它在场景中正确地渲染。
下面是一个修改过的示例脚本,其中包含上述设置
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CurveDrawer : MonoBehaviour
{
public Transform objectToTrack;
public GameObject curvePointPrefab;
public int numPoints = 50;
private List<Vector3> objectPositions = new List<Vector3>();
private List<GameObject> curvePoints = new List<GameObject>();
private LineRenderer lineRenderer;
void Start()
{
lineRenderer = gameObject.AddComponent<LineRenderer>();
lineRenderer.positionCount = numPoints;
lineRenderer.startWidth = 0.1f;
lineRenderer.endWidth = 0.1f;
lineRenderer.alignment = LineAlignment.View;
lineRenderer.material = new Material(Shader.Find("Transparent/Diffuse"));
lineRenderer.sortingLayerName = "Default";
}
void Update()
{
objectPositions.Add(objectToTrack.position);
if (objectPositions.Count > numPoints)
{
objectPositions.RemoveAt(0);
}
for (int i = 0; i < curvePoints.Count; i++)
{
Destroy(curvePoints[i]);
}
curvePoints.Clear();
for (int i = 0; i < objectPositions.Count; i++)
{
GameObject curvePoint = Instantiate(curvePointPrefab, objectPositions[i], Quaternion.identity);
curvePoints.Add(curvePoint);
lineRenderer.SetPosition(i, objectPositions[i]);
}
}
}