如何使用捏合缩放来放大和缩小单个对象

How to scale in and out objects individual with pinch zoom

我找到了这个用于缩放的脚本,但这是用于相机放大和缩小的同时缩放其他任何东西。如果球体那么只有球体谢谢。 这是代码:

using UnityEngine;
{
public float perspectiveZoomSpeed = 0.5f;        // The rate of change of the field of view in perspective mode.
public float orthoZoomSpeed = 0.5f;        // The rate of change of the orthographic size in orthographic mode.
 void Update()
{
    // If there are two touches on the device...
    if (Input.touchCount == 2)
    {
        // Store both touches.
        Touch touchZero = Input.GetTouch(0);
        Touch touchOne = Input.GetTouch(1);

        // Find the position in the previous frame of each touch.
        Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
        Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;

        // Find the magnitude of the vector (the distance) between the touches in each frame.
        float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
        float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;

        // Find the difference in the distances between each frame.
        float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;

        // If the camera is orthographic...
        if (camera.isOrthoGraphic)
        {
            // ... change the orthographic size based on the change in distance between the touches.
            camera.orthographicSize += deltaMagnitudeDiff * orthoZoomSpeed;

            // Make sure the orthographic size never drops below zero.
            camera.orthographicSize = Mathf.Max(camera.orthographicSize, 0.1f);
        }
        else
        {
            // Otherwise change the field of view based on the change in distance between the touches.
            camera.fieldOfView += deltaMagnitudeDiff * perspectiveZoomSpeed;

            // Clamp the field of view to make sure it's between 0 and 180.
            camera.fieldOfView = Mathf.Clamp(camera.fieldOfView, 0.1f, 179.9f);
        }
    }
}
}

好的,所以我无法正确测试它,所以可能存在一些错误,但这里是代码的总体思路:

重要提示:对象必须附加对撞机 - 没有它就无法工作

using UnityEngine;
using System.Collections;
public class ObjectScalling : MonoBehaviour {

private GameObject selectedObject;    
//public GameObject gameobject;
// Update is called once per frame
void Update () {

    if ( Input.touchCount == 0 )
    {
        Touch touch = Input.touches[0];
        Ray ray = Camera.main.ScreenPointToRay(touch.position);
        RaycastHit hit;

        if ( Physics.Raycast(ray, out hit, 100f ) )
        {
            selectedObject = hit.collider.gameObject;
        }
    }
    if (Input.touchCount == 2)
    {
        // Store both touches.
        Touch touchZero = Input.GetTouch(0);
        Touch touchOne = Input.GetTouch(1);

        // Find the position in the previous frame of each touch.
        Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
        Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;

        // Find the magnitude of the vector (the distance) between the touches in each frame.
        float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
        float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;

        // Find the difference in the distances between each frame.
        float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;

        selectedObject.transform.localScale = new Vector3(deltaMagnitudeDiff , deltaMagnitudeDiff , deltaMagnitudeDiff);

    }
}
}

它可能包含一些错误,但通常您可以开始着手处理它 :) 当然,除此行外,所有内容都会进入您的 Update()deltaMagnitudeDiff