错误示范:
一开始把移动的代码写到update里去了,发现物体老是掉(总之移动非常不流畅,体验感很差)
void Update()
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, LayerMask.GetMask("Interactables")))
            {
                if (Input.GetMouseButton(0))
                {
                    hit.transform.position=ScreenToWorldPos(Input.mousePosition);
                    
                }
            }
        }
public Vector3 ScreenToWorldPos(Vector3 screenPosition)
        {
            Vector3 targetScreenPos = Camera.main.WorldToScreenPoint(depthReference.position);
            float depth = targetScreenPos.z;
            screenPosition.z = depth;
            Vector3 worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
            return worldPosition;
        }
修改:
把移动的代码改到协程里更新就能流畅移动了
void Update()
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, LayerMask.GetMask("Interactables")))
            {
                if (Input.GetMouseButtonDown(0))
                {
                    
                    StartCoroutine(Move(hit.collider.transform));
                }
            }
        }
        IEnumerator Move(Transform hitobj)
        {
            while (true)
            {
            
                if (Input.GetMouseButton(0) )
                {
                    Vector3 targetPosition = ScreenToWorldPos(Input.mousePosition);
                 
                    hitobj.position = targetPosition;
                    
                }
                
                yield return null;
            }
        }
        public Vector3 ScreenToWorldPos(Vector3 screenPosition)
        {
            Vector3 targetScreenPos = Camera.main.WorldToScreenPoint(depthReference.position);
            float depth = targetScreenPos.z;
            screenPosition.z = depth;
            Vector3 worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
            return worldPosition;
        }问了一下gpt大概是这个原理,说白了就是鼠标输入不是逐帧更新的,它一直在更新,update执行速度跟不上,协程的执行速度跟得上(但是我还是没明白为啥协程比update快,就算update重新启动,可是执行的代码都是一样的,要么就是因为update每次都要重新进行射线检测拖慢了速度吧)





















