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This question already has an answer here:

i'm doing a Mario galaxy like CCC. And I have a serious rotation problem, may be Gimble lock, or maybe not.

So first, I have a parent object ("PLAYER") who can rotate toward a planet: https://youtu.be/j3VkemYQTa8

With this 3 line:

Vector3 dirOrientation = GetNormal() //here the normal collision
Quaternion targetRotation = Quaternion.FromToRotation(PLAYER.transform.up, dirOrientation) * PLAYER.transform.rotation;
PLAYER.transform.rotation = Quaternion.RotateTowards(PLAYER.transform.rotation, targetRotation, speedRotate);

Ok, next, I want to rotate the child object ("CHILDPLAYER"), who contain the render, according to the input of the player See in editor: https://youtu.be/4Sb8t82OT-E

So here... I managed to get the direction of the input, according to the camera. See in blue, the directionnal line: the Vector3 point to the good direction according to the player and the camera, yes ! https://youtu.be/4TvPsXp-W9U

Vector2 dirInput = playerInput.GetDirInput();//input player with the stick, X,Y
//here REFOBJECT is the camera (who dictate the "forward" of the player
Vector3 relativeDirection = REFOBJECT.right * dirInput.x + REFOBJECT .forward * dirInput.y;
Debug.DrawRay(CHILDPLAYER.position, relativeDirection, Color.cyan, 0.4f);

But now... As you see even if I have the good direction (cf blue line in the vidéo). I can't manage to rotate the child gameObject accordingly... I have to localy rotate smoothly the CHILDPLAYER only in Y toward my new calculated vector...

Here the code I use to rotate the CHILDPLAYER, with my relativeDirection Vector3:

CHILDPLAYER.localRotation = DirObject(CHILDPLAYER.localRotation, relativeDirection, turnRate);

public Quaternion DirObject(Quaternion rotation, Vector3 dir, float turnRate)
    {
        float heading = Mathf.Atan2(-dir.x * turnRate * Time.deltaTime, dir.z * turnRate * Time.deltaTime);

        Quaternion _targetRotation = Quaternion.identity;

        float x = 0;
        float y = heading * -1 * Mathf.Rad2Deg;
        float z = 0;

        _targetRotation = Quaternion.Euler(x, y, z);
        rotation = Quaternion.RotateTowards(rotation, _targetRotation, turnRate * Time.deltaTime);
        return (rotation);
    }

See the final result: https://youtu.be/lSQQFDDuj7U Here, I'm going ALWAYS DOWN with the stick... and even if the direction calculated in relativeDirection is good, the child player rotate itself... ...

enter image description here

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marked as duplicate by Tyyppi_77, Community Jan 23 at 14:57

This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.

  • 2
    \$\begingroup\$ "I have to localy rotate smoothly the CHILDPLAYER only in Y toward my new calculated vector..." This sounds a lot like your previous question "Smooth local rotation around one axis, oriented toward a target" - does an answer to that question solve this one? Or do you have a remaining problem to sort out even with a solution to the first question in-hand? \$\endgroup\$ – DMGregory Jan 23 at 2:00
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Thanks yo @DMGregory, here is the answers: Unity smooth local rotation around one Axis, oriented toward a target

Sorry for the duplicate, I thought this was 2 separate problem. It was not.

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