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Hi! I have a component that acts an analogic joystick and i player character that should rotate accordingly with the movement of the joystick object. In a 2d game i would get the tangent of the x and y of the joystick to get the angle and apply it to the object. But here i don't understand how to do that with quaternions... Right now i got the direction working so i already have the Vector3 that i would need to use to calculate the rotation. Suppose my direction vector is (10,0,10) so my player is moving up-right(from my over the head view) i would need him to face that direction also. Thanks in advance.
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Simply use Quaternion.LookRotation(directionVector). Hi, thanks, i am trying that but it is working weird... var rot : Quaternion = Quaternion.LookRotation(dest, Vector3.up); transform.rotation =rot; doing this is also modifyng the direction of the projectile besides the rotation, don't know why...
Nov 22 '09 at 02:26 AM
pablo
I don't quite understand. It is modifying the direction besides the rotation? What is the difference between direction and rotation?
Nov 22 '09 at 11:00 AM
jonas echterhoff ♦♦
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Try checking the Freeze Rotation box in the rigidbody of your projectile. This should fix your projectile from rotating with the parent. Sorry for the late reply, it was working wrong because of an error somewhere else, sorry my bad. Thanks!
Dec 03 '09 at 01:56 AM
pablo
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