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Question by Ajkidoo · Sep 20, 2018 at 10:51 PM · controls2d rotation

How to set max rotation speed in 2d character that is following mouse cursor.

Hi. I wrote a simple script for my 2d topdown character to look in mouse direction. alt text

here is my script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class RotateToCursor : MonoBehaviour {
     Vector3 mousePos;
     Camera cam;
     Rigidbody2D rid;
 
 
 
     void Start () {
         rid = this.GetComponent<Rigidbody2D> ();
         cam = Camera.main;
     }
 
     void Update () {
         rotateToCamera ();
     }
 
     void rotateToCamera () {
         mousePos = cam.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, Input.mousePosition.z - cam.transform.position.z));
         rid.transform.eulerAngles = new Vector3 (0, 0, Mathf.Atan2 ((mousePos.y - transform.position.y), (mousePos.x - transform.position.x)) * Mathf.Rad2Deg);
     }
 }
 

its okay but i want my character to rotate after mouse slower. I dont want to change constant rotation speed but max rotation that character can perform. I want it to be like that: If i move cursor slowly he will follow it with normal rotation speed, but when i move cursor fast he will be limited to certain rotation speed and follow cursor in that max speed.

I tried everything to make it work but i cant manage to make it happen. Can u guys give me at least a hint ? Maybe whole script is wrong and i should do it using Quaternion.LookRotation and Quaternion.RotateTowards ? Thanks in advance and sorry for my english.

sdf.png (8.1 kB)
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Answer by Aske_Johansen · Sep 21, 2018 at 01:38 AM

I think the thing you area looking for is Vector3.Lerp: https://docs.unity3d.com/ScriptReference/Vector3.Lerp.html

You can use it like this:

 //this script works if it is placed on the gameobject you want to rotate
 
 //Get the vector between your character and the mouse
 float x = Camera.main.ScreenPointToRay(Input.mousePosition).origin.x - gameObject.GetComponent<Transform>().position.x;
 float y = Camera.main.ScreenPointToRay(Input.mousePosition).origin.y - gameObject.GetComponent<Transform>().position.y;
 float z = 0;
 
 //Calcualte the vector between your character and the mousePos as a unit vector:
 Vector3 requestedDirection = new Vector3(x, y, z).normalized;
 
 //Gradually moves the rotation of the gameobject t * 100 percent towards the requested direction on each call
 gameobject.getComponent<Transform>().up = Vector3.Lerp(gameobject.getComponent<Transform>().up, requestedDirection, float t);







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avatar image Ajkidoo · Sep 21, 2018 at 03:36 PM 0
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thanks that really helped me !

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