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I'm using the following code to rotate my object using mouse, for aiming direction. The only problem with this is that it only rotates between 0 to 180 and not full 360 degrees. Can any help me locate the problem?

void Update()
{
  var pos = Camera.main.WorldToScreenPoint(this.gameObject.transform.position);
  var dir = (Input.mousePosition - pos).normalized;
  var angle = (Mathf.Atan2(dir.z, dir.x) * Mathf.Rad2Deg + 270) % 360;
  this.gameObject.transform.rotation = Quaternion.AngleAxis(angle, Vector3.down);

  if (Input.GetMouseButtonDown(0))
  {
    GetComponent<Rigidbody>().AddForce(dir.x * Force, 0, dir.y * Force, ForceMode.Impulse);
}
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  • \$\begingroup\$ So you want that your object will face your mouse pointer? \$\endgroup\$ – Hamza Hasan Feb 12 '16 at 19:30
  • \$\begingroup\$ Related: gamedev.stackexchange.com/questions/15070/… (and you can probably figure this out on your own from reviewing this) \$\endgroup\$ – MichaelHouse Feb 12 '16 at 19:31
  • \$\begingroup\$ I'm asking because your rotation seems strongly related to your object position \$\endgroup\$ – Hamza Hasan Feb 12 '16 at 19:32
  • \$\begingroup\$ @HamzaHasan: This is actually the striker of carrom game. I want user to be able to chose a direction (0 to 360 for now) by moving the mouse. \$\endgroup\$ – dotNET Feb 12 '16 at 19:54
  • \$\begingroup\$ In which way? by just facing mouse pointer or there is something else for this in your plan? \$\endgroup\$ – Hamza Hasan Feb 12 '16 at 19:59
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Well, your answer is good for your specific situation but you could use LookAtMouse script. That is very handy, beautiful and will work in all type of circumstances.

Pasting the important part of script that you can use easily.

public float speed = 10;

    void FixedUpdate ()
    {
        // Generate a plane that intersects the transform's position with an upwards normal.
        Plane playerPlane = new Plane (Vector3.up, transform.position);

        // Generate a ray from the cursor position
        Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);

        // 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);
        }
    }
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  • \$\begingroup\$ Thanks Hamza. This one is certainly better than mine and more general-purpose too. \$\endgroup\$ – dotNET Feb 12 '16 at 21:04
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Got it myself. The above code should look like this:

var pos = Camera.main.WorldToScreenPoint(this.gameObject.transform.position);
var dir = (Input.mousePosition - pos);
var angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg) - 90;
this.gameObject.transform.rotation = Quaternion.AngleAxis(angle, Vector3.down);
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