ビューポート座標を介して、カメラからレイを飛ばします。
Resulting ray is in world space, starting on the near plane of the camera and going through
position's (x,y) coordinates on the viewport (position.z is ignored).
ビューポート座標は正規化されカメラと関係しています。カメラの左下は (0, 0) で、右上が (1, 1)
// Prints the name of the object camera is directly looking at using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { Camera cam;
void Start() { cam = GetComponent<Camera>(); }
void Update() { Ray ray = cam.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0)); RaycastHit hit; if (Physics.Raycast(ray, out hit)) print("I'm looking at " + hit.transform.name); else print("I'm looking at nothing!"); } }