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Question by Raymond 2 · Feb 09, 2011 at 06:59 PM · follow

Following target using LookAt

I want to let a gameobject follow another one by using the LookAt function and then transforming the direction into forward motion, but i totally forgot how to do the last part.. anyone who can help??

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Answer by Jesse Anders · Feb 09, 2011 at 07:16 PM

Assuming the usual Unity conventions (untested):

transform.Translate(Vector3.forward * speed * Time.deltaTime);
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Answer by MeatbagWammo · Feb 09, 2011 at 08:17 PM

Hi Raymond,

If you are using C# then this script should work:

using UnityEngine; using System.Collections;

public class followChar : MonoBehaviour { public Transform target; public int moveSpeed; public int rotationSpeed; public int maxDistance;

 private Transform myTransform;

 void Awake() {
     myTransform = transform;
 }

 // Use this for initialization
 void Start () {
     GameObject go = GameObject.FindGameObjectWithTag("Player");

     target = go.transform;

     maxDistance = 2;    
 }

 // Update is called once per frame
 void Update () {

     //Look at target
     myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);

     if(Vector3.Distance(target.position, myTransform.position) > maxDistance) {
         //Move towards target
         myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
     }
 }

}

maxDistance is there just in case you want the follower to loose your character if he gets too far.

if you are using JavaScript the following should work:

//Looking at our character var Target:Transform; var moveSpeed = 7; var rotationSpeed = 1.0; var maxDistance = 50;

private var myTransform : transform;

function Awake() { myTransform = transform; //sets myTransform to the gameObject this script is attached to }

function Start() { go : GameObject = GameObject.FindGameObjectWithTag("Player");

 target = go.transform;

}

function Update () { var playerDistance = LookAtTarget.position - transform.position;

 if(playerDistance.magnitude <= 30) //looks at target
 {
     var rotate = Quaternion.LookRotation(LookAtTarget.position -transform.position);

     transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * rotationSpeed);

 if(Vector3.Distance(target.position, myTransform.position) > maxDistance) {
         //Move towards target
         myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
     }

}

I hope this helps, MeatbagWammo

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