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Question by Vencarii · Jun 10, 2016 at 12:36 PM · rotationui3d

How to rotate an UI in World Space to player view direction?

Hi there,

I'm building a 3D test game. I use a first person camera, so the view of the player follows the mouse movement. The main camera is a child of the player object. (I say this because I don't know if that is important for the answer to my question.)

When the player hits an enemy with a shot, the points are shown in an UI that is rendered in World Space at the hit point location. That works pretty well, but my problem is that I don't know how to rotate the UI so it's shown in the correct angle to the player.

Script for first person camera movement:

 using UnityEngine;
 using System.Collections;
 
 public class PlayerCamera : MonoBehaviour {
 
     Vector2 _mouseAbsolute;
     Vector2 _smoothMouse;
 
     public Vector2 clampInDegrees = new Vector2(360, 180);
     public bool cursorVisible;
     public Vector2 sensitivity = new Vector2(2, 2);
     public Vector2 smoothing = new Vector2(3, 3);
     public Vector2 targetDirection;
     public Vector2 targetCharacterDirection;
 
     // Assign this if there's a parent object controlling motion, such as a Character Controller.
     // Yaw rotation will affect this object instead of the camera if set.
     public GameObject characterBody;
 
     void Start()
     {
         // Set target direction to the camera's initial orientation.
         targetDirection = transform.localRotation.eulerAngles;
 
         // Set target direction for the character body to its inital state.
         if (characterBody) targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
     }
 
     void Update()
     {
         // Ensure the cursor is always locked when set
         if (Input.GetMouseButton (0) && cursorVisible) {
             cursorVisible = false;
         }
         else if (Input.GetKeyDown(KeyCode.Escape) && cursorVisible == false) {
             cursorVisible = true;
         }
 
         Cursor.visible = cursorVisible;
 
         // Allow the script to clamp based on a desired target value.
         var targetOrientation = Quaternion.Euler(targetDirection);
         var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);
 
         // Get raw mouse input for a cleaner reading on more sensitive mice.
         var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
 
         // Scale input against the sensitivity setting and multiply that against the smoothing value.
         mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));
 
         // Interpolate mouse movement over time to apply smoothing delta.
         _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
         _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);
 
         // Find the absolute mouse movement value from point zero.
         _mouseAbsolute += _smoothMouse;
 
         // Clamp and apply the local x value first, so as not to be affected by world transforms.
         if (clampInDegrees.x < 360)
             _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);
 
         var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
         transform.localRotation = xRotation;
 
         // Then clamp and apply the global y value.
         if (clampInDegrees.y < 360)
             _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);
 
         transform.localRotation *= targetOrientation;
 
         // If there's a character body that acts as a parent to the camera
         if (characterBody)
         {
             var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
             characterBody.transform.localRotation = yRotation;
             characterBody.transform.localRotation *= targetCharacterOrientation;
         }
         else
         {
             var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
             transform.localRotation *= yRotation;
         }
     }
 
 }

I use Physics.Raycast() to check if a shot hits an enemy, so I have the hit point location as a Vector 3.

My idea was something like this, but it doesn't work:

 Vector3 direction = (player.transform.position - hitPoint).normalized;
 Instantiate (pointsUI, hitPoint, Quaternion.Euler (direction));
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Answer by cjdev · Jun 10, 2016 at 02:39 PM

Try Transform.LookAt.

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Answer by Vencarii · Jun 10, 2016 at 11:24 PM

Sometimes the answer is so easy, thanks! :) That works pretty well.

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