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Question by Fuzzzy · Jun 14, 2015 at 02:02 PM · pragma

Look rotation viewing vector is zero PRAGMA TO HIDE IT

Hi,

like many I get this warning message even so my game is actually running well.

Is there a way to ignore it/hide it so it dosnt flood my console ?

I am not really interested in "fixing it" as it is not really an error and dosnt break anything. I just want to hide it (btw any reason this warning even exist in the first place ?).

By looking a little bit I found it could be possible using #pragma and a certain number... Anyone would know which one ? ...

Thanks...

My code just in case ...

input2 = new Vector3 (Input.GetAxis ("Horizontal"), 0,Input.GetAxisRaw("Vertical"));
{
Quaternion targetRotation = Quaternion.LookRotation(input2, Vector3.up); Quaternion newRotation = Quaternion.Lerp(transform.rotation, targetRotation, turnSmoothing * Time.deltaTime);
transform.rotation = newRotation;
}

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avatar image Owen-Reynolds · Jun 14, 2015 at 04:22 PM 1
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I think it is an error. It's like a window stuck open that you didn't want to close anyway, but at some point you will need to.

It's saying LookRotation can't be computed, since the look direction is just 000's, so doesn't go anywhere. I think it just figures you want Vector3.forward. The common fix is to skip the aiming part of the code when the input is all 0's. Which effectively keeps the last look angle you had.

avatar image Fuzzzy · Jun 14, 2015 at 04:32 PM 0
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Hi, thanks for your reply... I was about to say that it can't be an "error" since everything works as expected... But : "I think it just figures you want Vector3.forward." I noticed that when I don't press the joystick at all, my character look automatically down no matter what is his last orientation when the joystick was pressed... I guess this is why, and this warning is an indication on how to solve that... (if so I take back my "btw any reason this warning even exist in the first place ?" and slap myself. ).

thanks !

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