Timeline for How can I make the objToRotate speed to rotate depending on the target moving speed?
Current License: CC BY-SA 4.0
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May 2, 2022 at 14:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Jan 2, 2022 at 13:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Aug 23, 2021 at 18:04 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Jul 24, 2021 at 17:48 | answer | added | Daniel Lip | timeline score: -1 | |
Jul 24, 2021 at 13:04 | comment | added | DMGregory♦ |
Compare what you wrote in your comment to what I wrote in mine. I did not suggest passing target.position as the argument for Quaternion.LookRotation , because this function asks for a direction, not a position.
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Jul 24, 2021 at 13:02 | comment | added | Daniel Lip | @DMGregory If I delete the RotateTowrds line and using only the LookRotation like this objToRotate.rotation = Quaternion.LookRotation(target.position); it's not rotating at all. For now without limiting the speed just to rotate depending on the target speed movement. | |
Jul 24, 2021 at 12:43 | comment | added | DMGregory♦ | Do you still want a limited rotation speed at all? Or do you want to just delete the RotateTowards line and use LookRotation(targetDirection) instead? | |
Jul 24, 2021 at 12:31 | history | asked | Daniel Lip | CC BY-SA 4.0 |