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This question was closed Jul 02, 2022 at 10:44 AM by quim201.
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Question by quim201 · Jun 30, 2022 at 05:39 PM · cameracamera rotatecamera-look

Make camera look at a gameobject when a key is pressed

I want to make it so whenever I press the R key, my camera faces a gameobject I have on my scene. I have tried using the transform.LookAt function but it didn't seem to work, because the camera snaps right back to its normal rotation. Here's the code I have to move my camera around:

 public float Sensitivity
 {
     get { return sensitivity; }
     set { sensitivity = value; }
 }
 [Header("Mouse Lock")] public bool isMouseLocked;
 [Header("Sensitivity")]
 [Range(0.1f, 9f)] [SerializeField] float sensitivity = 2f;
 [Header("Rotation Limits")]
 [Tooltip("Limits vertical camera rotation. Prevents the flipping that happens when rotation goes above 90.")]
 [Range(0f, 90f)] [SerializeField] float yRotationLimit = 90f;
 [Header("GoalPoint")]
 [SerializeField] Transform GoalPoint;
 Vector2 rotation = Vector2.zero;
 const string xAxis = "Mouse X";
 const string yAxis = "Mouse Y";

 private void Awake()
 {
     MouseLock();
 }
 void Update()
 {
     rotation.x += Input.GetAxis(xAxis) * sensitivity;
     rotation.y += Input.GetAxis(yAxis) * sensitivity;
     rotation.y = Mathf.Clamp(rotation.y, -yRotationLimit, yRotationLimit);
     var xQuat = Quaternion.AngleAxis(rotation.x, Vector3.up);
     var yQuat = Quaternion.AngleAxis(rotation.y, Vector3.left);
     transform.localRotation = xQuat * yQuat;

     if (Input.GetKeyDown(KeyCode.R))
     {
         transform.LookAt(GoalPoint);
     }
 }
 private void MouseLock()
 {
     if (isMouseLocked)
     {
         Cursor.lockState = CursorLockMode.Locked;
         return;
     }
     Cursor.lockState = CursorLockMode.None;
 }
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