using UnityEngine; //Player 相当于模型关节是rig的子节点。相对位置和旋转不变 public class FollowRig : MonoBehaviour { public Transform target; private Vector3 startRot; private Vector3 startRotUp; private Vector3 startPos; private void Awake() { if (target != null) { startPos = target.InverseTransformPoint(base.transform.position); startRot = target.InverseTransformDirection(base.transform.forward); startRotUp = target.InverseTransformDirection(base.transform.up); } } private void LateUpdate() { if (target != null) { base.transform.position = target.TransformPoint(startPos); base.transform.rotation = Quaternion.LookRotation(target.TransformDirection(startRot), target.TransformDirection(startRotUp)); } } }