Timeline for Rotating an object towards a target on the Y axis
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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Feb 7, 2015 at 2:28 | vote | accept | fryBender | ||
Feb 6, 2015 at 19:30 | comment | added | fryBender |
I cannot thank you enough. I'm still trying to reach that fabled 15 reps so I can upvote you but I hope you know how much I appreciate this. Also, I wanted to add I was able to fix this part var angle = Mathf.Atan2(heading2d.y, heading2d.x) * -Mathf.Rad2Deg + 90; by changing it to var angle = Mathf.Atan2(heading2d.x, heading2d.y) * Mathf.Rad2Deg ; and the character is looking directly at the current target.
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Feb 6, 2015 at 18:45 | comment | added | jzx | Okay, I think I'm happy with this now, haha. | |
Feb 6, 2015 at 18:43 | history | edited | jzx | CC BY-SA 3.0 |
deleted 574 characters in body
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Feb 6, 2015 at 18:37 | history | edited | jzx | CC BY-SA 3.0 |
deleted 574 characters in body
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Feb 6, 2015 at 18:31 | history | edited | jzx | CC BY-SA 3.0 |
deleted 574 characters in body
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Feb 6, 2015 at 18:14 | history | edited | jzx | CC BY-SA 3.0 |
deleted 574 characters in body
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Feb 6, 2015 at 18:11 | comment | added | jzx | Did some testing myself to check. Looks like you were sortof on the right track, but there's a gotcha in Unity's degree/radian conversion. | |
Feb 6, 2015 at 18:09 | history | edited | jzx | CC BY-SA 3.0 |
deleted 574 characters in body
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Feb 6, 2015 at 17:23 | comment | added | fryBender | When you say "Now you can use the normal 2D "angle between vectors", do you mean the arc tangent between two points, in this case new heading.z and newheading.x? | |
Feb 6, 2015 at 16:24 | history | answered | jzx | CC BY-SA 3.0 |