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Question by JackMini36 · May 14, 2016 at 07:02 PM · c#rotationsteering

Smooth rotation for seek steering behavior

Hello,

I am trying to implement Reynolds' seek steering behaviour, but I am having problems on the rotation part. This is what I have:

 void FixedUpdate()
 {
 // get position of current waypoint
         Vector3 targetPos = new Vector3(path[currentWaypoint].x, transform.position.y, path[currentWaypoint].z);
 
         // velocity vector towards target
         Vector3 desiredVelocity = targetPos - transform.position;
 
         // calculate the steerforce required for the desired velocity based on current velocity
         Vector3 steerForce = desiredVelocity - currentVelocity;
         steerForce = new Vector3(steerForce.x, 0, steerForce.z);
         steerForce = Vector3.ClampMagnitude(steerForce, maxSteer);
 
         // create a move vector to be added to agent's current position
         // Then normalize it so it can be scaled according to the agent's max speed
         Vector3 moveVector = steerForce.normalized * moveSpeed * Time.fixedDeltaTime;
         transform.Translate(moveVector);
 }

How would I do it so my agent will be rotated smoothly based only on the code above? I tried rotating based on the current velocity, but the agents is rapidly rotated in one frame towards the target waypoint. I am not working with rigidbodies.

Am I doing something wrong? What am I missing?

Thanks, Jack

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avatar image JedBeryll · May 15, 2016 at 07:45 AM 0
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How about looking at the current moveVector right before moving?

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