这里推荐两种方法,第一种是用鼠标滑动,第二种是用手机的陀螺仪进行全景查看
第一种:
1、新建一Sphere,然后为其赋予材质,注意材质的Shader类型为:Mobile/particles/Alpha Blended,然后将做好的全景图贴上去
2、在摄像机上附加以下脚本:代码来源参考自
1 using UnityEngine; 2 using System.Collections; 3 using UnityEngine.UI; 4
5 public class GyroController_01 : MonoBehaviour 6 { 7 public float moveSpeed = 1;//物体旋转速度
8 public GameObject target; 9
10 private Vector2 oldPosition; 11 private Vector2 oldPosition1; 12 private Vector2 oldPosition2; 13
14
15 private float distance = 0; 16 private bool flag = false; 17 //摄像头的位置
18 private float x = 0f; 19 private float y = 0f; 20 //左右滑动移动速度
21 public float xSpeed = 250f; 22 public float ySpeed = 120f; 23 //缩放限制系数
24 public float yMinLimit = -360; 25 public float yMaxLimit = 360; 26 //是否旋转
27 private bool isRotate = true; 28 //计数器
29 private float count = 0; 30
31 //初始化游戏信息设置
32 void Start() 33 { 34 Vector3 angles = transform.eulerAngles; 35 x = angles.y; 36 y = angles.x; 37 if (GetComponent<Rigidbody>()) 38 GetComponent<Rigidbody>().freezeRotation = true; 39 } 40
41
42
43 // Update is called once per frame
44 void Update() 45 { 46
47 if (isRotate) 48 { 49
50 target.transform.Rotate(Vector3.down, Time.deltaTime * moveSpeed, Space.World); 51
52 } 53 if (!isRotate) 54 { 55 count += Time.deltaTime; 56 if (count > 5) 57 { 58 count = 0; 59 isRotate = true; 60 } 61 } 62
63 //触摸类型为移动触摸
64 if (Input.GetMouseButton(0)) 65 { 66 //根据触摸点计算X与Y位置
67 x += Input.GetAxis("Mouse X") * xSpeed * Time.deltaTime; 68 y -= Input.GetAxis("Mouse Y") * ySpeed * Time.deltaTime; 69 isRotate = false; 70 } 71 //判断鼠标滑轮是否输入
72 float temp = Input.GetAxis("Mouse ScrollWheel"); 73 if (temp != 0) 74 { 75 if (temp > 0) 76 { 77 // 这里的数据是根据我项目中的模型而调节的,大家可以自己任意修改
78 if (distance > -15) 79 { 80 distance -= 0.5f; 81 } 82 } 83 if (temp < 0) 84 { 85 // 这里的数据是根据我项目中的模型而调节的,大家可以自己任意修改
86 if (distance < 20) 87 { 88 distance += 0.5f; 89 } 90 } 91 } 92
93 } 94
95 //计算距离,判断放大还是缩小。放大返回true,缩小返回false
96 bool IsEnlarge(Vector2 oP1, Vector2 oP2, Vector2 nP1, Vector2 nP2) 97 { 98 //old distance
99 float oldDistance = Mathf.Sqrt((oP1.x - oP2.x) * (oP1.x - oP2.x) + (oP1.y - oP2.y) * (oP1.y - oP2.y)); 100 //new distance
101 float newDistance = Mathf.Sqrt((nP1.x - nP2.x) * (nP1.x - nP2.x) + (nP1.y - nP2.y) * (nP1.y - nP2.y)); 102
103 if (oldDistance < newDistance) 104 { 105 //zoom+
106 return true; 107 } 108 else
109 { 110 //zoom-
111 return false; 112 } 113 } 114
115 //每帧执行,在Update后
116 void LateUpdate() 117 { 118 if (target) 119 { 120 //重置摄像机的位置
121 y = ClampAngle(y, yMinLimit, yMaxLimit); 122 var rotation = Quaternion.Euler(y, x, 0); 123 var position = rotation * (new Vector3(0.0f, 0.0f, -distance)) + target.transform.position; 124
125 transform.rotation = rotation; 126 transform.position = position; 127 } 128 } 129 float ClampAngle(float angle, float min, float max) 130 { 131 if (angle < -360) 132 angle += 360; 133 if (angle > 360) 134 angle -= 360; 135 return Mathf.Clamp(angle, min, max); 136
137 } 138
139 }
3、然后在游戏运行的时候左右、上下滑动鼠标即可,也可以滚动鼠标滚轮
第二种:目前我没有测试,手上没有安卓机,有条件的可以进行测试一下。
1、首先我们先了解移动端手机陀螺仪的向量方向。
Unity中重力感应的取值范围时 -1.0~1.0
X轴:home按键在下手机面朝天
向右旋转90度重力分量为1.0
向左旋转90度重力分量为-1.0
Y轴:Home按键在上手机背面朝自己重力分量为1.0
Home按键在下手机面朝自己重力分量为-1.0
Z轴:手机面朝地面重力分量为1.0
手机面朝天空重力分量为1.0
2、新建一Sphere,然后为其赋予材质,注意材质的Shader类型为:Mobile/particles/Alpha Blended,然后将做好的全景图贴上去
3、在摄像机上附加以下脚本,并将相机作为Sphere的子物体即可 代码来源参考自
1 // *********************************************************** 2 // Written by Heyworks Unity Studio http://unity.heyworks.com/
3 // ***********************************************************
4 using UnityEngine; 5
6 /// <summary>
7 /// Gyroscope controller that works with any device orientation. 8 /// </summary>
9 public class GyroController : MonoBehaviour 10 { 11 #region [Private fields]
12
13 private bool gyroEnabled = true; 14 private const float lowPassFilterFactor = 0.2f; 15
16 private readonly Quaternion baseIdentity = Quaternion.Euler(90, 0, 0); 17 private readonly Quaternion landscapeRight = Quaternion.Euler(0, 0, 90); 18 private readonly Quaternion landscapeLeft = Quaternion.Euler(0, 0, -90); 19 private readonly Quaternion upsideDown = Quaternion.Euler(0, 0, 180); 20
21 private Quaternion cameraBase = Quaternion.identity; 22 private Quaternion calibration = Quaternion.identity; 23 private Quaternion baseOrientation = Quaternion.Euler(90, 0, 0); 24 private Quaternion baseOrientationRotationFix = Quaternion.identity; 25
26 private Quaternion referanceRotation = Quaternion.identity; 27 private bool debug = true; 28
29 #endregion
30
31 #region [Unity events]
32
33 protected void Start () 34 { 35 AttachGyro(); 36 } 37
38 protected void Update() 39 { 40 if (!gyroEnabled) 41 return; 42 transform.rotation = Quaternion.Slerp(transform.rotation, 43 cameraBase * ( ConvertRotation(referanceRotation * Input.gyro.attitude) * GetRotFix()), lowPassFilterFactor); 44 } 45
46 protected void OnGUI() 47 { 48 if (!debug) 49 return; 50 GUILayout.Label("Orientation: " + Screen.orientation); 51 GUILayout.Label("Calibration: " + calibration); 52 GUILayout.Label("Camera base: " + cameraBase); 53 GUILayout.Label("input.gyro.attitude: " + Input.gyro.attitude); 54 GUILayout.Label("transform.rotation: " + transform.rotation); 55
56 if (GUILayout.Button("On/off gyro: " + Input.gyro.enabled, GUILayout.Height(100))) 57 { 58 Input.gyro.enabled = !Input.gyro.enabled; 59 } 60
61 if (GUILayout.Button("On/off gyro controller: " + gyroEnabled, GUILayout.Height(100))) 62 { 63 if (gyroEnabled) 64 { 65 DetachGyro(); 66 } 67 else
68 { 69 AttachGyro(); 70 } 71 } 72
73 if (GUILayout.Button("Update gyro calibration (Horizontal only)", GUILayout.Height(80))) 74 { 75 UpdateCalibration(true); 76 } 77
78 if (GUILayout.Button("Update camera base rotation (Horizontal only)", GUILayout.Height(80))) 79 { 80 UpdateCameraBaseRotation(true); 81 } 82
83 if (GUILayout.Button("Reset base orientation", GUILayout.Height(80))) 84 { 85 ResetBaseOrientation(); 86 } 87
88 if (GUILayout.Button("Reset camera rotation", GUILayout.Height(80))) 89 { 90 transform.rotation = Quaternion.identity; 91 } 92 } 93
94 #endregion
95
96 #region [Public methods]
97
98 /// <summary>
99 /// Attaches gyro controller to the transform. 100 /// </summary>
101 private void AttachGyro() 102 { 103 gyroEnabled = true; 104 ResetBaseOrientation(); 105 UpdateCalibration(true); 106 UpdateCameraBaseRotation(true); 107 RecalculateReferenceRotation(); 108 } 109
110 /// <summary>
111 /// Detaches gyro controller from the transform 112 /// </summary>
113 private void DetachGyro() 114 { 115 gyroEnabled = false; 116 } 117
118 #endregion
119
120 #region [Private methods]
121
122 /// <summary>
123 /// Update the gyro calibration. 124 /// </summary>
125 private void UpdateCalibration(bool onlyHorizontal) 126 { 127 if (onlyHorizontal) 128 { 129 var fw = (Input.gyro.attitude) * (-Vector3.forward); 130 fw.z = 0; 131 if (fw == Vector3.zero) 132 { 133 calibration = Quaternion.identity; 134 } 135 else
136 { 137 calibration = (Quaternion.FromToRotation(baseOrientationRotationFix * Vector3.up, fw)); 138 } 139 } 140 else
141 { 142 calibration = Input.gyro.attitude; 143 } 144 } 145
146 /// <summary>
147 /// Update the camera base rotation. 148 /// </summary>
149 /// <param name='onlyHorizontal'>
150 /// Only y rotation. 151 /// </param>
152 private void UpdateCameraBaseRotation(bool onlyHorizontal) 153 { 154 if (onlyHorizontal) 155 { 156 var fw = transform.forward; 157 fw.y = 0; 158 if (fw == Vector3.zero) 159 { 160 cameraBase = Quaternion.identity; 161 } 162 else
163 { 164 cameraBase = Quaternion.FromToRotation(Vector3.forward, fw); 165 } 166 } 167 else
168 { 169 cameraBase = transform.rotation; 170 } 171 } 172
173 /// <summary>
174 /// Converts the rotation from right handed to left handed. 175 /// </summary>
176 /// <returns>
177 /// The result rotation. 178 /// </returns>
179 /// <param name='q'>
180 /// The rotation to convert. 181 /// </param>
182 private static Quaternion ConvertRotation(Quaternion q) 183 { 184 return new Quaternion(q.x, q.y, -q.z, -q.w); 185 } 186
187 /// <summary>
188 /// Gets the rot fix for different orientations. 189 /// </summary>
190 /// <returns>
191 /// The rot fix. 192 /// </returns>
193 private Quaternion GetRotFix() 194 { 195 #if UNITY_3_5
196 if (Screen.orientation == ScreenOrientation.Portrait) 197 return Quaternion.identity; 198
199 if (Screen.orientation == ScreenOrientation.LandscapeLeft || Screen.orientation == ScreenOrientation.Landscape) 200 return landscapeLeft; 201
202 if (Screen.orientation == ScreenOrientation.LandscapeRight) 203 return landscapeRight; 204
205 if (Screen.orientation == ScreenOrientation.PortraitUpsideDown) 206 return upsideDown; 207 return Quaternion.identity; 208 #else
209 return Quaternion.identity; 210 #endif
211 } 212
213 /// <summary>
214 /// Recalculates reference system. 215 /// </summary>
216 private void ResetBaseOrientation() 217 { 218 baseOrientationRotationFix = GetRotFix(); 219 baseOrientation = baseOrientationRotationFix * baseIdentity; 220 } 221
222 /// <summary>
223 /// Recalculates reference rotation. 224 /// </summary>
225 private void RecalculateReferenceRotation() 226 { 227 referanceRotation = Quaternion.Inverse(baseOrientation)*Quaternion.Inverse(calibration); 228 } 229
230 #endregion
231 }