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Question by AnaRhisT · Jun 30, 2010 at 07:38 PM · rotate

transform rotate towards Input.mousePosition

Hey everyone, how can I make the transform's rotation always look at the Input.mousePosition?

I tried many things like :

transform.eulerAngles.y = 360 * ((Input.mousePosition.x - Screen.width / 2) / (Screen.width / 2)); 

and much more, but none of them work. also, I want to refrain from using rays.

also tried to make another code on my own :

      var transformR = Camera.main.ScreenPointToRay (Input.mousePosition);
      if (Physics.Raycast (transformR, hit, 3000))
      var transformLookDir : Vector3 =  Input.mousePosition - transform.position;
      transform.rotation = Quaternion.Slerp(transform.rotation,Quaternion.LookRotation(transformLookDir),1.5 * Time.deltaTime);

and another one i tried just now :

if(!moving){ var transformR = Camera.main.ScreenPointToRay (Input.mousePosition); var hit1 : float = 0.0; if (Physics.Raycast (transformR, hit1, 3000)){ var targetPoint : Vector3 = transformR.GetPoint(hit1); var targetDir : Vector3 = targetPoint - transform.position; var targetRotation : Quaternion = Quaternion.LookRotation(Vector3.up,targetDir); var DiffQuat = Quaternion.Angle(targetRotation, transform.rotation);

     if(DiffQuat > 30.0){
         transform.rotation = targetRotation;
     }
 }

}

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Answer by Peter G · Jun 30, 2010 at 08:46 PM

There's one on the wiki. You said no rays, but then you used them in your sample code so, I don't know how you feel about this one.

Wiki page

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avatar image AnaRhisT · Jun 30, 2010 at 09:16 PM 0
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Thankyou Peter, works just great :)!

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