Using Rigidbody.MoveRotation
Hi all,
I've got a solution working for my character to look in the direction of the camera, but it is incredibly inefficient and causes popping as it directly modifies localEulerAngles.
Current Code:
transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, Camera.main.transform.localEulerAngles.y, transform.localEulerAngles.z);
How would I transfer this to work using Rigidbody.MoveRotation (or similar efficient method)?
Thank you in advance,
Jared
Comment
Your answer
Follow this Question
Related Questions
Npc spawning outside the camera view and sliding down within the camera view 0 Answers
Problem of stuttering FPS Camera 1 Answer
Dragging rigidbody on ground 0 Answers
Making a pivot focused game 0 Answers