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Question by LegendaryCreator · Jan 31, 2019 at 06:04 PM · mousepositionshooter2d rotation

Turn my player slowly in the direction of the mouse click

I'm making a 2D Multiplayer space shooter and I the controls are used by the mouse. Right clicking will turn the ship to the point clicked and move the character. Left clicking will shoot. The problem occurs is when the player clicks in a direction the ship immediately turns. I want it to take its time and turn rather than instantly changing direction how can I do this complimenting the code I have already.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class playerController : MonoBehaviour{
 
     Rigidbody2D rb;
     private Vector2 Direction;
     private Vector2 Mouse;
     public float Speed = 5;
     public GameObject Laser;
 
 
 
     void Start(){
 
         rb = GetComponent<Rigidbody2D>();
 
     }
 
     void FixedUpdate()
     {
 
         if (Input.GetButton("Fire2"))
         {
             rb.AddForce(transform.up * Speed);
             faceMouse();
         }
 
         if (Input.GetButtonDown("Fire1"))
         {
             Shoot();
         }
     }
 
     void faceMouse()
     {
         Mouse = (Input.mousePosition);
         Mouse = Camera.main.ScreenToWorldPoint(Mouse);
 
         Direction = new Vector2(Mouse.x - transform.position.x, Mouse.y - transform.position.y);
 
         transform.up = Direction;
 
     }
     void Shoot()
     {
         Instantiate(Laser, transform.position, transform.rotation);
     }
 }


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Answer by sean244 · Jan 31, 2019 at 11:47 PM

Try replacing

 transform.up = Direction;

with

  transform.up = Vector3.Lerp(transform.up, Direction, 3f * Time.deltaTime);
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Answer by SloppeD · Jan 31, 2019 at 07:00 PM

I'd use Vector2.MoveTowards to set the facing direction... soo it'd look like this:

  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  public class playerController : MonoBehaviour{
  
      Rigidbody2D rb;
      private Vector2 Direction;
      private Vector2 Mouse;
      public float Speed = 5;
      public GameObject Laser;
  
  
  
      void Start(){
  
          rb = GetComponent<Rigidbody2D>();
  
      }
  
      void FixedUpdate()
      {
  
          if (Input.GetButton("Fire2"))
          {
              rb.AddForce(transform.up * Speed);
              faceMouse();
          }
         
         if (transform.up != Direction)
         {
                 transform.up = Vector2.MoveTowards(transform.up, Direction, 10f * Time.deltaTime);
         } 
         
          if (Input.GetButtonDown("Fire1"))
          {
              Shoot();
          }
      }
  
      void faceMouse()
      {
          Mouse = (Input.mousePosition);
          Mouse = Camera.main.ScreenToWorldPoint(Mouse);
  
          Direction = new Vector2(Mouse.x - transform.position.x, Mouse.y - transform.position.y);
  
          //transform.up = Direction;
  
      }
      void Shoot()
      {
          Instantiate(Laser, transform.position, transform.rotation);
      }
  }
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avatar image LegendaryCreator · Jan 31, 2019 at 07:58 PM 0
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The code argument wont take transform.up : != Direction in the if statementThe code argument wont take transform.up : != Direction in the if statement can you add this to the face mouse functions? after

avatar image sean244 LegendaryCreator · Jan 31, 2019 at 11:38 PM 0
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Cast it as a Vector2 if ((Vector2)transform.up != Direction)

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