Vector3 pos = Camera.main.transform.position + Camera.main.transform.forward.normalized * 6;
m_Follower.transform.position = pos;
Vector3 ve = Vector3.ProjectOnPlane(pos - Camera.main.transform.position, Vector3.up);
Quaternion q = Quaternion.LookRotation(ve);
var e = q.eulerAngles;
e.z = 0;
m_Follower.rotation = Quaternion.Euler(e);
m_Follower.transform.position += new Vector3(0, 0.2f, 0);
相机水平前方
于 2023-03-29 14:58:03 首次发布