# Aim a transform at a point along a vector

 0 Hi everyone,I have been pulling my hair out trying to find a solution to this problem, and I don't have much hair left..I have two transforms, representing guns on a craft, that fire along their Z-axis. Both are at the end of 'wings', and so need to have an aim-point to converge upon. This aim point is, by default, an arbitrary position along the Z-axis of another transform pointing out of the nose of the craft (transform.forward * 1000).The issue is that it is very rare a target is at that distance, so I need to 'focus' the fire at an appropriate distance to the target being shot at, whilst leaving the '2D' aiming to the player.I have a routine that scans all GO's in the scene, filtering them down to the one presumably being shot at using the dot product of the target from the Z-axis of the transform on the craft's nose, so I've got details of the closes object to the cross hair, including its distance.How do I now get the weapon transforms to aim at a point along the Z-axis of the craft's nose, at the known distance of the target being shot at so that the shots converge on the target successfully if the player is shooting accurately? ``````var fwd = targetPointer.TransformDirection (Vector3.forward); ``````When I set the aimpoint to fwd*distanceToTarget strange stuff happens, as if the fwd vector is working in World Space and not maintaining the craft's local Z-axis as it rotates.The distance to target is set by: ``````targetDistance = Vector3.Distance(targetPointer.position, targetTransform.position); `````` more ▼ asked Jul 30 '12 at 04:47 PM nockieboy 3 ● 2 ● 4 add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users

0 answers: sort voted first
Be the first one to answer this question

### Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here