• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Ochreous · Aug 27, 2014 at 07:54 PM · c#gameobjectrigidbody

C# Rigidbody Rotation Resets

I'm trying to create a modified LookAtMouse script that makes a Gameobject with a rigidbody attached move and rotate towards the mouse cursor. However when I try to run rigidbody.MovePosition(targetPoint); the gameobject's rotation resets upon moving the mouse. But as far as I know I'm only moving the rigidbody's position. Any idea how I can fix this so the rotation doesn't reset?

 using UnityEngine;
 using System.Collections;
  
 public class LookAtMouse : MonoBehaviour
 {
  
     // speed is the rate at which the object will rotate
     public float speed;
  
     void FixedUpdate () 
     {
         // Generate a plane that intersects the transform's position with an upwards normal.
         Plane playerPlane = new Plane(Vector3.forward, transform.position);
         
         Vector3 pos = Input.mousePosition;
         pos.y = Input.mousePosition.y-50;
         // Generate a ray from the cursor position
         Ray ray = Camera.main.ScreenPointToRay (pos);
  
         // Determine the point where the cursor ray intersects the plane.
         // This will be the point that the object must look towards to be looking at the mouse.
         // Raycasting to a Plane object only gives us a distance, so we'll have to take the distance,
         //   then find the point along that ray that meets that distance.  This will be the point
         //   to look at.
         float hitdist = 0.0f;
         // If the ray is parallel to the plane, Raycast will return false.
         if (playerPlane.Raycast (ray, out hitdist)) 
         {
             // Get the point along the ray that hits the calculated distance.
             Vector3 targetPoint = ray.GetPoint(hitdist);
  
             // Determine the target rotation.  This is the rotation if the transform looks at the target point.
             Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
  
             // Smoothly rotate towards the target point.
             transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime);
             
             rigidbody.MovePosition(targetPoint);
         }
     }
 }

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by SoraMahiro · Sep 11, 2016 at 01:53 AM

So, this probably isn't what you're looking for, but it may be a good replacement until you get what you want. Take your main camera and duplicate it. Take the duplicate and attach it to an object that you want it to follow or "look at". Set the display on the childed camera to 1 and your main camera to 2. On a script write "float RotY = Input.GetAxis ("Mouse X") * MouseSensitivity; transform.Rotate (0, RotY, 0);". Attach that script to the parent of the camera. This will give you somewhat, what you want to accomplish. I'm sure you could develop off of this and get what you want.

Cheers - Sora

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to create an if statement for each element within a list C# 2 Answers

Not able to add forces to a Rigid Body Game Object from a script attached to another Game object which is a Trigger. 0 Answers

C# can't see Dictionary in Inspector 3 Answers

Destroyed instance of Prefab, can't spawn it back. 1 Answer

"Field " " is never assigned to, and will always have it's default value null" 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges