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Question by Serinplay · Aug 06, 2019 at 05:49 PM · rotationmovement scriptspaceshipclick to move

Space Game - Click To Move and Mouse Look

Hello Everybody,

I use this script for my space game project.But i have a problem.I need your helps.

Problem : My ship always looking the mouse position.I dont want this.I want when im clickin mouse button 1 , my ship must rotate and go where im clicked , smootly.

Thanks.

 public class PlayerMovement : MonoBehaviour
 {
 
     
     public float movementSpeed;
     public GameObject camera;
 
     
     void Update()
     {
 
         
         Plane playerPlane = new Plane(Vector3.up, transform.position);
         Ray ray = UnityEngine.Camera.main.ScreenPointToRay(Input.mousePosition);
         float hitDist = 0.0f;
 
         if (playerPlane.Raycast(ray, out hitDist))
         {
             Vector3 targetPoint = ray.GetPoint(hitDist);
             Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
             targetRotation.x = 0;
             targetRotation.z = 0;
             transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 7f * Time.deltaTime);
         }
 
        
         if (Input.GetKey(KeyCode.Mouse0))
             transform.Translate(Vector3.forward * movementSpeed * Time.deltaTime);
 
     }
 
 }


[1]: /storage/temp/144171-asdasd.png

[2]: /storage/temp/144172-axsd.png

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Answer by Hellium · Aug 07, 2019 at 07:21 AM

 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public float movementSpeed;
     private new Camera camera;
     private Vector3 destination;
     private bool movingToDestination;
 
     private void Start()
     {
         camera = Camera.main;
     }
 
     void Update()
     {
         if (Input.GetKey(KeyCode.Mouse0))
         {
             Plane playerPlane = new Plane(Vector3.up, transform.position);
             Ray ray = camera.ScreenPointToRay(Input.mousePosition);
             float hitDist = 0.0f;
 
             if (playerPlane.Raycast(ray, out hitDist))
             {
                 destination = ray.GetPoint(hitDist);
                 destination.y = transform.position.y;
                 movingToDestination = true;
             }
         }
 
         if( movingToDestination )
         {
             Quaternion targetRotation = Quaternion.LookRotation(destination - transform.position);
             transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 7f * Time.deltaTime);
 
             transform.Translate(Vector3.forward * movementSpeed * Time.deltaTime);
             movingToDestination = Vector3.SqrMagnitude(transform.position - destination) > 0.01f;
         }
     }
 }

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