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Question by twoface262 · Apr 02, 2012 at 09:21 PM · rotationjavascriptaienemy

Rotating on X and Z axis only

How would I make t$$anonymous$$s -

 var rotation = Quaternion.LookRotation(player.position - transform.position);
 transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damp);


only rotate the object on the X and Z axis? Thanks!

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Answer by rutter · Apr 02, 2012 at 09:50 PM

The simplest t$$anonymous$$ng would be if your two objects are on the same plane.

Barring that, you can at least pretend they are by zeroing out the depth axis before calculating your goal rotation:

 var displacement = player.position - transform.position;
 displacement.z = player.position.z; //pretend objects are at same height
 var rotation = Quaternion.LookRotation(displacement); //ed: thanks to Bunny83

By some clever vector multiplication, you could even make that axis-agnostic, but that's probably better left for another day.

If you need more control than that, I suppose you could try somet$$anonymous$$ng like t$$anonymous$$s:

  • Get a rotation from Slerp()

  • Convert that rotation to its vector form using its `eulerAngles` property

  • Zero out one or more axes

  • Convert that back into a rotation using `Quaternion.Euler()`

Also remembers that if you're using rigidbodies, you can set rotation and position constraints locking them on a particular axis, w$$anonymous$$ch is sometimes very handy for 2D simulation.

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avatar image twoface262 · Apr 02, 2012 at 09:58 PM 0
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avatar image Bunny83 · Apr 02, 2012 at 10:06 PM 1
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avatar image twoface262 · Apr 02, 2012 at 10:18 PM 0
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avatar image rutter · Apr 03, 2012 at 12:36 AM 0
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Answer by DracoScorpius · Apr 02, 2012 at 09:46 PM

A solution, if the object t$$anonymous$$s applies to has a Rigidbody, is to freeze the rotation on the Y axis under constraints.

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