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Question by jimjames · Aug 25, 2015 at 04:34 AM · rotation axis

2 Axis Turret Rotate

Hi:

My question is how would I go about doing this? I have modeled my turrets and wondering how to rig them properly for this. The turrets are made basically with a base rotating on the "Y" axis and the head rotating on the "Y" and "X" axis. The barrels are a child of the head and the head is a child of the base. Some turrets are designed with some extra objects in between but roughly the same. Will also need them to have a rotating speed variable.

This is the code I came up with, but it is a hacky way of doing it and it does not work for a arbritary aligned turrets.

 void LookAtTarget()
     {
         float step = mainTurret.rotateSpeed * Time.deltaTime;
         
         //LookAt rotating on the "Y" axis with speed var
         Vector3 targetPostitionY = new Vector3( currentTargetAim.position.x,TR.rotator.transform.position.y,currentTargetAim.position.z ) ;
         Vector3 newDir2 = Vector3.RotateTowards(TR.tilter.transform.right, targetPostitionY, step, 0.0F);
         TR.rotator.transform.rotation = Quaternion.LookRotation(newDir2);
         
         //LookAt with speed var
         Vector3 targetDir = currentTargetAim.position - TR.tilter.transform.position;
         Vector3 newDir = Vector3.RotateTowards(TR.tilter.transform.forward, targetDir, step, 0.0F);
         TR.tilter.transform.rotation = Quaternion.LookRotation(newDir);
     }

I have googled this and tried there codes. I can provide illustrations if needed. Just would like to get this part done so I can continue with development.

Thank You: James

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