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Question by callme · Jun 23, 2016 at 12:14 PM · c#scalequaternion.lookrotationmoves

LookRotation moves GameObject

GameObject scale 1/2/1 all fine, but 1/2/0.25 lookRotation push it slowly. When i try lock Rigidbody rotation on X it fine too, but i need this rotation later.

CursorWorldPoint() is just ScreenPointToRay(MousePosition);

                 if(GetMouseButtonDown(0))
                      Point1 = CursorWorldPoint();
                 
                 Point2 = CursorWorldPoint();
                 lookDir = Point2 - Point1;
                 Quaternion rot = Quaternion.LookRotation(lookDir.normalized);
                 rot.x = 0;
                 rot.z = 0;
                 transform.rotation = rot;
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avatar image LMan · Jun 23, 2016 at 01:37 PM 0
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does the transform have a parent?

why are you zeroing out the x and z of a quaternion? I usually convert them to Euler with EulerAngle before I do anything like that.

avatar image callme LMan · Jun 23, 2016 at 02:22 PM 0
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Parent is empty gameObject. I dont need this slow moving, i want just rotation on Y.

I try to convert to euler angles and use transform.eulerAngles, its rotates on Y but still moving.

avatar image LMan LMan · Jun 23, 2016 at 09:15 PM 0
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Does the parent move at all? Does the object or it's parent have a rigidbody that could be being moved by physics?

ensure that the empty gameobject has 1/1/1 scale. Empties should never get scaled.

avatar image callme LMan · Jun 25, 2016 at 02:07 PM 0
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I think solved. This happen because using Transform on GameObject with Rigidbody.

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Answer by callme · Jun 25, 2016 at 02:05 PM

enable IsKinematic solve this problem

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Answer by SarperS · Jun 23, 2016 at 01:34 PM

Quaternions don't represent the orientation like the euler angles do. Changing their components won't produce the desired results. Maybe try below?

 Point2 = CursorWorldPoint();
 lookDir = Point2 - Point1;
 Quaternion rot = Quaternion.LookRotation(lookDir.normalized);
 transform.rotation = rot;
 transform.eulerAngles.x = 0;
 transform.eulerAngles.z = 0;
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