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())
38 GetComponent().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 ///
7 /// Gyroscope controller that works with any device orientation.
8 ///
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 ///
99 /// Attaches gyro controller to the transform.
100 ///
101 private void AttachGyro()
102 {
103 gyroEnabled = true;
104 ResetBaseOrientation();
105 UpdateCalibration(true);
106 UpdateCameraBaseRotation(true);
107 RecalculateReferenceRotation();
108 }
109
110 ///
111 /// Detaches gyro controller from the transform
112 ///
113 private void DetachGyro()
114 {
115 gyroEnabled = false;
116 }
117
118 #endregion
119
120 #region [Private methods]
121
122 ///
123 /// Update the gyro calibration.
124 ///
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 ///
147 /// Update the camera base rotation.
148 ///
149 ///
150 /// Only y rotation.
151 ///
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 ///
174 /// Converts the rotation from right handed to left handed.
175 ///
176 ///
177 /// The result rotation.
178 ///
179 ///
180 /// The rotation to convert.
181 ///
182 private static Quaternion ConvertRotation(Quaternion q)
183 {
184 return new Quaternion(q.x, q.y, -q.z, -q.w);
185 }
186
187 ///
188 /// Gets the rot fix for different orientations.
189 ///
190 ///
191 /// The rot fix.
192 ///
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 ///
214 /// Recalculates reference system.
215 ///
216 private void ResetBaseOrientation()
217 {
218 baseOrientationRotationFix = GetRotFix();
219 baseOrientation = baseOrientationRotationFix * baseIdentity;
220 }
221
222 ///
223 /// Recalculates reference rotation.
224 ///
225 private void RecalculateReferenceRotation()
226 {
227 referanceRotation = Quaternion.Inverse(baseOrientation)*Quaternion.Inverse(calibration);
228 }
229
230 #endregion
231 }