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));
Answer by Vencarii · Jun 10, 2016 at 11:24 PM
Sometimes the answer is so easy, thanks! :) That works pretty well.