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Question by Patyrn · Mar 10, 2011 at 01:41 AM · quaternionaim

Rotate slowly to face target.

This is probably an easy one, but I'm stumped. I have a missile using this code to seek:

Vector3 lookDirection = target.position - transform.position;
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(lookDirection.normalized), Time.time * turnSpeed);
transform.Translate(Vector3.up * velocity, Space.Self);

My problem is it arcs slowly to a spot 80 or so units above the target, then flies in tight little circles. What am I doing wrong?

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Answer by Statement · Mar 10, 2011 at 01:45 AM

You're moving up, not forward. Try translating forward instead.

transform.Translate(Vector3.forward * velocity, Space.Self);
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avatar image Patyrn · Mar 10, 2011 at 02:04 AM 0
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Except it's a missle so my goal is to have its "up" be facing my target. I see my problem now, but I'm not sure how to get the LookRotation to spit out what I need.

avatar image Patyrn · Mar 10, 2011 at 02:36 AM 0
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Fuckit I just put my script in a wrapper and rotated the child cylinder so the missile's "forward" is the cylinders "up". If you know how I could do it the other way I'd still like to know for future reference working with these types of problems.

avatar image Statement · Mar 10, 2011 at 02:47 AM 0
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If you were to use the up vector being forward vector, you'd have to rotate the quaternions equally. I am not in a state of $$anonymous$$d of going in depth of it. To be honest, I think your approach of having the forward vector being forward is most reasonable and will probably save you a lot of head ache in the future.

avatar image Patyrn · Mar 10, 2011 at 04:22 AM 0
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I hate headaches, so I will simply use forward as my direction of motion from now on. :)

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