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Question by DeltaP42 · Feb 10, 2018 at 11:03 PM · 2d game2d rotation

Need 2D "gun" to point at mouse cursor, but also along Z axis

Hey guys, I'm working on something a bit like a shooting gallery game, fully 2D, but with the player's weapon appearing on screen somewhat like a first-person shooter. I'm looking to achieve a 3D-ish "paper" effect on the player's weapon, where the tip of the weapon follows the mouse cursor around the screen. I have the bare bones script to get the weapon to follow the mouse cursor around the screen:

         Vector3 mousePos = Input.mousePosition;
         mousePos.z = 5.23f;
 
         Vector3 objectPos = Camera.main.WorldToScreenPoint (transform.position);
         mousePos.x = mousePos.x - objectPos.x;
         mousePos.y = mousePos.y - objectPos.y;
 
         float angle = Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg;
         transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));

My 2D rigidbody follows the mouse cursor around the screen, but only in so much as it rotates the sprite around. I want to give the illusion of depth as well, so when the cursor is closer to the Y of the anchor point of the weapon, the sprite tilts inward and looks like paper, so to speak. This is kind of hard to explain but I think you get it (right? please god tell me you get it). Anyway, is this achievable in 2D or should I be using 3D to begin with? Any help is greatly appreciated!

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Answer by Dalsia · Feb 10, 2018 at 11:15 PM

Not sure if this is the answer you're looking for, but I'd just make this kind of game in 3D, but make the gun shoot at 2D objects placed along a wall created by a plane game object. You could just use raycasts to shoot the gun, and if they hit the appropriate 2D sprite then they're destroyed.

[EDIT] Also, I'd like to mention that while the paper gun idea isn't bad (I get what you mean by the way), it might not look that great once fully implemented with sprites. It could be confusing, so I just think you'd get more out of your game by using 3D.

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