Unity运行通讯程序时候报了这个错,请问这是为什么,怎么解决呢
NotSupportedException: Could not register to wait for file descriptor 18980
System.Net.Sockets.Socket.QueueIOSelectorJob (System.Threading.SemaphoreSlim sem, System.IntPtr handle, System.IOSelectorJob job) (at <6bb3336e864c4ab48c43a2538573e586>:0)
System.Net.Sockets.Socket.BeginSendTo (System.Byte[] buffer, System.Int32 offset, System.Int32 size, System.Net.Sockets.SocketFlags socketFlags, System.Net.EndPoint remoteEP, System.AsyncCallback callback, System.Object state) (at <6bb3336e864c4ab48c43a2538573e586>:0)
Microsoft.Unity.VisualStudio.Editor.Messaging.Messager.SendMessage (System.Net.IPEndPoint target, Microsoft.Unity.VisualStudio.Editor.Messaging.MessageType type, System.String value) (at ./Library/PackageCache/com.unity.ide.visualstudio@2.0.18/Editor/Messaging/Messenger.cs:173)
Microsoft.Unity.VisualStudio.Editor.VisualStudioIntegration.Answer (System.Net.IPEndPoint targetEndPoint, Microsoft.Unity.VisualStudio.Editor.Messaging.MessageType answerType, System.String answerValue) (at ./Library/PackageCache/com.unity.ide.visualstudio@2.0.18/Editor/VisualStudioIntegration.cs:271)
Microsoft.Unity.VisualStudio.Editor.VisualStudioIntegration.Answer (Microsoft.Unity.VisualStudio.Editor.Messaging.Message message, Microsoft.Unity.VisualStudio.Editor.Messaging.MessageType answerType, System.String answerValue) (at ./Library/PackageCache/com.unity.ide.visualstudio@2.0.18/Editor/VisualStudioIntegration.cs:263)
Microsoft.Unity.VisualStudio.Editor.VisualStudioIntegration.ProcessIncoming (Microsoft.Unity.VisualStudio.Editor.Messaging.Message message) (at ./Library/PackageCache/com.unity.ide.visualstudio@2.0.18/Editor/VisualStudioIntegration.cs:169)
Microsoft.Unity.VisualStudio.Editor.VisualStudioIntegration.OnUpdate () (at ./Library/PackageCache/com.unity.ide.visualstudio@2.0.18/Editor/VisualStudioIntegration.cs:136)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at <5030de2575e0434f93fa486a5ff56077>:0)
根据提供的错误信息:
要解决这个问题,可以尝试以下步骤:
如果上述步骤仍无法解决问题,建议参考Unity的官方文档、论坛或向Unity的技术支持团队寻求帮助,他们可能为您提供更具体的解决方案。
在发射物已知落点和速度的情况下如果刚体应用重力,不容易算出发射角度,以下为计算过程
/// <summary>
/// 挂载到发射器上即可
/// </summary>
public class Rotate : MonoBehaviour
{
public GameObject prefab; //发射物
public float speed; //发射物速度
public bool 抛射 = false; //抛射:仰角 > 45°,否:仰角 < 45°
Ray RayMouse;
Vector3 direction;
Quaternion rotation;
void Update()
{
if (Input.GetMouseButtonDown(0))
{
GameObject go = Instantiate(prefab, transform.position, transform.rotation);
go.AddComponent<Rigidbody>().velocity = go.transform.forward * speed;
}
RaycastHit hit;
RayMouse = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, Mathf.Infinity))
{
RotateToMouseDirection(gameObject, hit.point);
}
}
/// <summary>
/// 执行整体旋转
/// </summary>
/// <param name="obj">旋转的物体(自身)</param>
/// <param name="destination">目标点(鼠标指向)</param>
void RotateToMouseDirection(GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
Vector3 finalAngle = rotation.eulerAngles;
float targetAng = Angle(destination);
finalAngle = new Vector3(-targetAng, finalAngle.y, finalAngle.z);//注意正负
obj.transform.localRotation = Quaternion.Euler(finalAngle);
}
/// <summary>
/// 自动计算x欧拉角,即仰角
/// </summary>
/// <param name="target">目标点坐标</param>
/// <returns></returns>
float Angle(Vector3 target)
{
float angleX;
float distX = Vector2.Distance(new Vector2(target.x, target.z), new Vector2(transform.position.x, transform.position.z));
float distY = target.y - transform.position.y;
float posBase = (Physics.gravity.y * Mathf.Pow(distX, 2.0f)) / (2.0f * Mathf.Pow(speed, 2.0f));
float posX = distX / posBase;
float posY = (Mathf.Pow(posX, 2.0f) / 4.0f) - ((posBase - distY) / posBase);
if (posY >= 0.0f)
{
if (抛射) //字段
angleX = Mathf.Rad2Deg * Mathf.Atan(-posX / 2.0f + Mathf.Pow(posY, 0.5f));
else
angleX = Mathf.Rad2Deg * Mathf.Atan(-posX / 2.0f - Mathf.Pow(posY, 0.5f));
}
else
{
angleX = 45.0f;
}
return angleX;
}
}
实际效果
抛射效果