如何在正方形内提供 3d 视口?
How to make 3d viewport available within a square?
如何在 3D 视口正方形内制作 3D 视口
您可以使用 标准化视口矩形 ' 方法,通过编辑相机的 Viewport Rect
来实现。
Documentation 解释了 two-player 游戏的分屏示例。您可以调整游戏在特定区域的解释,以及其他屏幕中的 GUI space。
Normalized Viewport Rectangles
Normalized Viewport Rectangle is specifically for defining a certain
portion of the screen that the current camera view will be drawn upon.
You can put a map view in the lower-right hand corner of the screen,
or a missile-tip view in the upper-left corner. With a bit of design
work, you can use Viewport Rectangle to create some unique behaviors.
It’s easy to create a two-player split screen effect using Normalized
Viewport Rectangle. After you have created your two cameras, change
both camera’s H values to be 0.5 then set player one’s Y value to 0.5,
and player two’s Y value to 0. This will make player one’s camera
display from halfway up the screen to the top, and player two’s camera
start at the bottom and stop halfway up the screen.
如何在 3D 视口正方形内制作 3D 视口
您可以使用 标准化视口矩形 ' 方法,通过编辑相机的 Viewport Rect
来实现。
Documentation 解释了 two-player 游戏的分屏示例。您可以调整游戏在特定区域的解释,以及其他屏幕中的 GUI space。
Normalized Viewport Rectangles
Normalized Viewport Rectangle is specifically for defining a certain portion of the screen that the current camera view will be drawn upon. You can put a map view in the lower-right hand corner of the screen, or a missile-tip view in the upper-left corner. With a bit of design work, you can use Viewport Rectangle to create some unique behaviors.
It’s easy to create a two-player split screen effect using Normalized Viewport Rectangle. After you have created your two cameras, change both camera’s H values to be 0.5 then set player one’s Y value to 0.5, and player two’s Y value to 0. This will make player one’s camera display from halfway up the screen to the top, and player two’s camera start at the bottom and stop halfway up the screen.