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Question by II_Spoon_II · Nov 13, 2018 at 07:40 PM · c#rotationnavmeshnavmeshagentpathfinding

Looking forward while walking with navMeshAgent

Hello everyone ^^ I have a pretty "complicated" map as you can see in the picture on the bottom, whenever I want to instantiate a unit, I have to select a tower A where the units going our from, and a tower B where the units should go, the problem is I couldn't find a way to make the units always look forward and rotate whenever needed, is simple cases like in direct paths, it's easy, I just use look at, but for example if I try to move a unit from a blue house to the one in the center right, lookAt won't be what I need, what I am asking for now is a way to make the unit always look forward and rotate on curves, if anyone have already tackled such a thing, let me know ^^ alt text

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Answer by hectorux · Nov 13, 2018 at 09:46 PM

You can get the navmesh velocity vector, if you get it, you can put that vector as the forward vector of your object

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avatar image II_Spoon_II · Nov 14, 2018 at 12:59 PM 0
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Thansk for your answer. Sadly it didn't work, the units just look forward I instantiate them in the blue tower, and they look towards the red ones :/ I used this transform.LookAt(agent.velocity); @hectorux

avatar image hectorux II_Spoon_II · Nov 14, 2018 at 03:52 PM 0
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you dont have to use the lookAt, what you have to do is to transform your vector3 to quaternion and set your rotation=your new quaternion

avatar image II_Spoon_II hectorux · Nov 14, 2018 at 05:45 PM 0
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@hectorux I tried this but still won't work... transform.localEulerAngles = agent.velocity;

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