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Question by impurekind · Aug 11, 2018 at 05:39 PM · rotationpositionspritesspriterendererinvisible

What in this script is causing the sprites to face backwards rather than forwards?

I found the code snippet below and am using it to make the sprites in my fps game always look at the camera [player] position when I move around. But not only does it make the sprites turn to face the player's position; it makes them do so facing backwards and therefore they become completely invisible in the game (unless I stick them to a parent object and flip it 180 degrees). This happens whether I use standard sprites, sprite renderers or animations on sprites, and I can't figure out what it is in the code that's making them face the player backwards rather than forwards.

 using UnityEngine;
 public class Billboard : MonoBehaviour
 {
     Camera target;
     void Start()
     {
         target = Camera.main;
     }
     void Update()
     {
         Vector3 targetPosition = new Vector3(target.transform.position.x, transform.position.y, target.transform.position.z);
         transform.LookAt(targetPosition);
     }
 }

Does anyone know why this issue is happening and how to solve the problem so the sprites always turn to face the player but do so facing forwards by default?

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Answer by eses · Aug 11, 2018 at 06:30 PM

Hi @impurekind - So you are doing something like old school billboard sprites in the Doom and the like.

Unity manual says this about transform.LookAt; "Rotates the transform so the forward vector points at /target/'s current position."

So if axis of sprite is forward is actually it's z-axis, just take a look at it in 3d space and compare it to camera - you might have to just do what you suggested; rotate your sprite under parent) or alternatively, negate the target position (-target.transform.position).

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avatar image impurekind · Aug 11, 2018 at 08:38 PM 0
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Ah, that makes a bit more sense now. Thanks.

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