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In Bayonetta, you can run in any direction and keep shooting at your target and looking at it while locked on. How did they do that animation? I want to implement it using Unity.

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    \$\begingroup\$ This is usually accomplished with a complex combination of animation layers, additive animation, and inverse kinematics. A full walkthrough would be too much to expect from an answer here. I'd recommend starting by reading those docs and working through related tutorials, then edit your question to show what you tried based on that research and what next step you need help with. \$\endgroup\$ – DMGregory Sep 5 '20 at 18:00
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One thing I know is that even if pretty inefficient, you can make an empty gameObject that will be the gun, and then if locked on, then record that rotation then lock.

Im a bit confused about my answer, but please let me know any of your questions. Im not so good in unity myself, and I have just started 2-3 months ago.

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