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Unity3d
()
2013/12/28
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Mouse()
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OnMouse(Down, Drag, Enter, Exit, Over, Up)
(GameObject)
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OnMouseDown
// Loads the level named "SomeLevel" as a
response
// to the user clicking on the object
function OnMouseDown () {Application.LoadLevel ("SomeLevel");
}
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OnMouseDrag
// Darken the material color while user holds
down the mouse.
function OnMouseDrag () {renderer.material.color -= Color.white * Time.deltaTime;
}
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OnMouseEnter
// Attach this script to a mesh to make
// it red when the mouse is over the mesh
function OnMouseEnter () {
renderer.material.color = Color.red;}
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OnMouseExit
// Assigns a white color to the material
// attached to this mesh.
function OnMouseExit () {
renderer.material.color = Color.white;}
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OnMouseOver// Fades the red component of the material to zero
// while the mouse is over the mesh
function OnMouseOver () {
renderer.material.color -= Color(0.1, 0, 0) * Time.deltaTime;
}
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Hierarchy Create Sphere
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OnMouse(Enter, Over, Exit, Down)
// Attach this script to a mesh to make
// it red when the mouse is over the mesh
function OnMouseEnter () {
renderer.material.color = Color.red;
}
function OnMouseOver () {
renderer.material.color -= Color(0.1, 0, 0) * Time.deltaTime;
}
function OnMouseExit () {
renderer.material.color = Color.white;
}
function OnMouseDown () {
renderer.material.color = Color.green;
}
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Sphere OnMouse
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Cube OnMouseDrag
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JavaScript VC#
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Input
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Input.GetMouse
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Input.GetMouse(Button, ButtonDown, ButtonUp)
()
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Input.GetMouseButton// Detects clicks from the mouse and prints a message
// depending on the click detected.function Update() {
if(Input.GetMouseButton(0))
Debug.Log("Pressed left click.");if(Input.GetMouseButton(1))
Debug.Log("Pressed right click.");
if(Input.GetMouseButton(2))
Debug.Log("Pressed middle click.");
}
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Input.GetMouseButtonDown// Detects clicks from the mouse and prints a message
// depending on the click detected.function Update() {
if(Input.GetMouseButtonDown(0))
Debug.Log("Pressed left click.");if(Input.GetMouseButtonDown(1))
Debug.Log("Pressed right click.");
if(Input.GetMouseButtonDown(2))
Debug.Log("Pressed middle click.");
}
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Input.GetMouseButtonUp// Detects clicks from the mouse and prints a message
// depending on the click detected.function Update() {
if(Input.GetMouseButtonUp(0))
Debug.Log("Pressed left click.");if(Input.GetMouseButtonUp(1))
Debug.Log("Pressed right click.");
if(Input.GetMouseButtonUp(2))
Debug.Log("Pressed middle click.");
}
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Hierarchy Create GUI Text
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GetMouse.jsfunction Update() {
if(Input.GetMouseButton(0)){guiText.text="Pressed left click.";
}
if(Input.GetMouseButton(1)){guiText.text="Pressed right click.";
}
if(Input.GetMouseButton(2)){
guiText.text="Pressed middle click.";}
}
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GUI Text
GetMouse
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MousePosition() & RayCast
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OnMouse.js
Input.mousePositionvar particle : GameObject;function Update () {
if (Input.GetButtonDown ("Fire1")) {// Construct a ray from the current mouse coordinates
var ray : Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
var hit : RaycastHit;if (Physics.Raycast (ray,hit,100)) {
// Create a particle if hit
Instantiate (particle, hit.point, transform.rotation);
}
}
}
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Main Camera OnMouse
Particle Flame
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MouseSensor.jsvar target1: Transform;
var target2: Transform;
function Update () {
if (Input.GetMouseButton(0)) {
var ray: Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
var hit: RaycastHit;
if (Physics.Raycast(ray, hit)) {
if (hit.transform == target1) {
print("Hit target 1");} else if (hit.transform == target2) {
print("Hit target 2");
}
} else {
print("Hit nothing");
}
}
}
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Main CameraMouseSensor
Target1 Cube
Target2 Sphere
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MouseScrollWheel.js
Input.GetAxis("Mouse ScrollWheel")var testString : String = "";
function OnGUI ()
{
var wheelValue = Input.GetAxis("Mouse ScrollWheel");
if (wheelValue != 0){
testString = testString + " " + wheelValue;
GUI.Label(Rect(0,0,320,480),testString);
}
transform.Translate(0, wheelValue*10,0);}
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Sphere
MouseScrollWheel
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Main Camerea
MouseXY
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MouseXY.jsvar mouse : Texture2D;
var mousePs = Vector2.zero;
function Update () {
mousePs = Input.mousePosition;}
function OnGUI () {
Screen.showCursor = false;
GUI.DrawTexture(Rect(mousePs.x,Screen.height-mousePs.y,25,25),mouse);gameObject.Find("GUITextH").guiText.text ="Screen.height:" +Screen.height.ToString();
gameObject.Find("GUITextY").guiText.text ="mousePs.y:" +mousePs.y.ToString();
var diffH;
diffH=Screen.height-mousePs.y;
gameObject.Find("GUITextHY").guiText.text =diffH.ToString();
GUI.DrawTexture(Rect(0,100,25,25),mouse);
}
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MouseBMP
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Input.GetButton, GetButtonUp, GetButtonDown
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Input.GetButton, GetButtonUp, GetButtonDown
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GameObject
Create Empty
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GameObject
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Javascript
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InputPress.jsfunction Update () {
if(Input.GetButtonUp("Jump")){
Debug.Log("We Have Hit the Space Bar!");
}}
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GameObject
InputPress
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Edit
ProjectSettings
Input
N J
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Name Jump
Positive Button space
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Input.anyKey, anyKeyDown
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Input.anyKey, anyKeyDown
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Input.anyKey//
function Update() {if(Input.anyKey)
Debug.Log("A key or mouse click has been
detected");
}
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Input.anyKeyDown//()
function Update() {if(Input.anyKeyDown)
Debug.Log("A key or mouse click has been detected");
}
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inputString
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inputString// Shows how to read typing input from the keyboard
// (eg. the user entering his name).
// You need to attach this script to a GUIText object.
function Update () {for (var c : char in Input.inputString) {
// Backspace - Remove the last character
if (c == "\b"[0]) {if (guiText.text.Length != 0)
guiText.text = guiText.text.Substring(0, guiText.text.Length - 1);
}else if (c == "\n"[0] || c == "\r"[0]) {// End of entry
// "\n" for Mac, "\r" for windows.
print ("User entered his name: " + guiText.text);
}else {// Normal text input - just append to the end
guiText.text += c;
}
}
}
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Input.GetKey(Down , Up)
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Input
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Input
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Horizontal
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Vertical
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Fire1
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Jump
M X
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Mouse X
M S llWh l
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Mouse ScrollWheel
Wi d Sh k X
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Window Shake X
Horizontal
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Horizontal
Fire1
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Fire1
Jump
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Jump
Input GetAxis GetAxisRaw
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Input.GetAxis, GetAxisRaw
Input GetAxis
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Input.GetAxis
Input GetAxis
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Input.GetAxis
// A very simplistic car driving on the x-z plane.
var speed : float = 10.0;
var rotationSpeed : float = 100.0;
function Update () {// Get the horizontal and vertical axis.
// By default they are mapped to the arrow keys.
// The value is in the range -1 to 1
var translation : float = Input.GetAxis ("Vertical") * speed;
var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed;// Make it move 10 meters per second instead of 10 meters per frame...
translation *= Time.deltaTime;
rotation *= Time.deltaTime;
// Move translation along the object's z-axis
transform.Translate (0, 0, translation);
// Rotate around our y-axis
transform.Rotate (0, rotation, 0);
}
Input GetAxis
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Input.GetAxis
Input GetAxis
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Input.GetAxis
// Performs a mouse look.
var horizontalSpeed : float = 2.0;var verticalSpeed : float = 2.0;
function Update () {
// Get the mouse delta. This is not in the range -1...1
var h : float = horizontalSpeed * Input.GetAxis ("Mouse X");
var v : float = verticalSpeed * Input.GetAxis ("Mouse Y");
transform.Rotate (v, h, 0);
}
Input GetAxisRaw
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Input.GetAxisRaw
function Update () {var speed : float = Input.GetAxisRaw("Horizontal") * Time.deltaTime;
transform.Rotate (0, speed, 0);
}
Input
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Size 1825
Input
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Rename
Input
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Input
Input.GetJoystickNames
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Input.GetJoystickNames
// Prints a joystick name if movement is detected.
function Update () {// requires you to set up axes "Joy0X" - "Joy3X" and "Joy0Y"
- "Joy3Y" in the Input Manger
for (var i : int = 0; i < 4; i++) {
if (Mathf.Abs(Input.GetAxis("Joy"+i+"X")) > 0.2
|| Mathf.Abs(Input.GetAxis("Joy"+i+"Y")) > 0.2)
Debug.Log (Input.GetJoystickNames()[i]+" is moved");
}
}
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(JoyStick)
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Input.GetAxis("X axis")
Input.GetAxisRaw("X axis")
Input.GetButton("joystick button 0")
Input.GetKey(KeyCode.Joystick1Button0)
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KeyCode.JoystickButton0
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Input.GetAxis
Input.GetAxis (Vertical) ()
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Input.GetAxis (Horizontal)() // A very simplistic car driving on the x-z plane. var speed : float = 10.0; var rotationSpeed : float = 100.0; function Update () { // Get the horizontal and vertical axis. // By default they are mapped to the arrow keys. // The value is in the range -1 to 1 var translation : float = Input.GetAxis ("Vertical") * speed; var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed;
// Make it move 10 meters per second instead of 10 meters per frame... translation *= Time.deltaTime; rotation *= Time.deltaTime;
// Move translation along the object's z-axis transform.Translate (0, 0, translation);
// Rotate around our y-axis transform.Rotate (0, rotation, 0); }
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var speed : float = 10.0; var rotationSpeed : float = 10.0; function Update () { if(Input.GetKey(KeyCode.JoystickButton0)) {
transform.Rotate(5, 0, 0); print("up arrow key is held down"); } if(Input.GetKey("joystick button 1")) { transform.Rotate(0, 5, 0); print("up arrow key is held down"); } if(Input.GetKey("joystick button 2")) {
transform.Rotate(0, 0, 5); print("up arrow key is held down"); }
var translation : float = Input.GetAxis ("Vertical") * speed; var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed; // Make it move 10 meters per second instead of 10 meters per frame... translation *= 0.1; rotation *= 0.01; // Move translation along the object's z-axis transform.Translate (0, 0, translation); // Rotate around our y-axis transform.Translate (rotation, 0, 0); }
http://wiki.etc.cmu.edu/unity3d/index.php/Joystick/Controller
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p y p p y
Arcade Stick for Sony Playstation 3
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Microsoft Xbox 360 Controller
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di j S i
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EditProject SettingsInput
Size
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I t G tK (K C d J ti k4B tt 0)
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Input.GetKey(KeyCode.Joystick4Button0)
I t G tA i R ("J2 3")
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Input.GetAxisRaw("J2-3")
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1,2,4Unity3d Joystick1,2,4(Joystick 3)
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Mode
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Mode
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AndroidBundle Identifier
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Bundle Identifier
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Bundle Identifier Bundle Identifierpackage namePackage Name
com.myCompanyName.MyGame
net.YourCompanyName.YourGame
Bundle Identifier(Package Name)Android MarketPackageName
Bundle Identifier(PackageName)com.mywebsite.mygameAndroid Market
Bundle Version
Bundle Code
iPhoneUtils.Vibrate();
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// Press button to vibrate
function OnGUI() {if (GUI.Button(Rect(0, 10, 100, 32), "Vibrate!"))
iPhoneUtils.Vibrate();
}
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Input.GetTouch
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http://unity3d.com/support/documentation/Script
Reference/Screen.html
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// Start in landscape mode
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// Start in landscape mode
function Start () {Screen.orientation =
ScreenOrientation.LandscapeLeft;
}