Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by gangafinti · Dec 10, 2015 at 01:49 AM · quaternion

Rotate my spaceship in the right direction

Hi guys, I am making a game where I have a space ship. The Camera is under the space ship and is looking towards the bottom of it. The space ship is moving forward over the transform.up. My problem is that I cannot figure out how I can steer my space ship. I wrote some code but I can't seem to get it working can anyone help me please.

I want to use the camera and the mouse position and make a ray out of it. That part is working fine, now I want to allign the ship with the new vector, that is where the problems start showing up.

This is the code:

     Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     Vector3 newDir = (ship.position - ray.direction).normalized;

     Vector3 newRight = Vector3.Cross(newDir, ship.forward);
     Quaternion newUp = Quaternion.LookRotation(Vector3.Cross(newRight, newDir),newDir);
     obj.rotation = Quaternion.Slerp(ship.rotation,newUp, Time.deltaTime);
Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image LazyElephant · Dec 10, 2015 at 02:39 AM 0
Share

I'm having trouble understanding the description of how your ship is moving. Is it 2 dimensional and the ship is moving left/right/up/down or is it 3 dimensional and the ship is moving forward into the screen?

avatar image gangafinti LazyElephant · Dec 10, 2015 at 02:51 AM 0
Share

It is a 3 dimensional ship and yes it is moving forward into the screen. The problem is that I can't steer it to left, right, up and down. Also the camera is underneath the ship in the ships local y direction. So to move it I translate the ship in the Y direction in its own space. And then the camera stays behind it and keeps looking at it.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by LazyElephant · Dec 10, 2015 at 05:19 PM

With the following code I was able to get a cube moving in the way I believe you're looking for. I had the camera childed to the cube, but you should be able to use Camera.main.ScreenToWorldPoint to create the target vector.

 Camera camera = GetComponentInChildren<Camera>();
 Vector3 mousePosition = Input.mousePosition;
 Vector3 target = camera.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, camera.farClipPlane));
 transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.forward, target-transform.position), Time.deltaTime);

Since you said the ship was moving in the Vector3.up direction, I set the LookRotation to keep the same forward direction and change the new up direction to the target point. If you were to change the ship to be moving in the forward direction instead, just change the last line to

 transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation( target-transform.position), Time.deltaTime);


Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

31 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Problem Instantiating a Prefab 1 Answer

Quaternion.Euler doesn't work right? 2 Answers

Verifying Euler to Quaternion calculations 1 Answer

Character rotation on ledge hanging 0 Answers

Quaternion lerp back and forth 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges