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Question by ItzIpsyy · Aug 30, 2016 at 03:13 AM · camerascript errororbit

Camera Orbit Script Error

So I was following a tutorial on YT. I have rewind about 5 times and still can't figure out why I get this error vs the other person.

 using UnityEngine;
 using System.Collections;
 
 public class CameraController : MonoBehaviour 
 {
 
     public Transform target;
 
     [System.Serializable]
     public class PositionSettings
     {
         public Vector3 targetPosOffset = new Vector3(0, 3.4f, 0);
         public float lookSmooth = 100;
         public float distanceFromTarget = -8;
         public float zoomSmooth = 100;
         public float maxZoom = -2;
         public float minZoom = -15;
     }
 
     [System.Serializable]
     public class OrbitSettings
     {
         public float xRotation = -20;
         public float yRotation = -180;
         public float maxXRotation = 25;
         public float minXRotation = -85;
         public float vOrbitSmooth = 150;
         public float hOrbitSmooth = 150;
     }
 
     [System.Serializable]
     public class InputSettings
     {
         public string ORBIT_HORIZONTAL_SNAP = "OrbitHorizontalSnap";
         public string ORBIT_HORIZONTAL ="OrbitHorizontal";
         public string ORBIT_VERTICAL ="OrbitVertical";
         public string ZOOM = "MouseScrollWheel";
     }
 
     public PositionSettings position = new PositionSettings();
     public OrbitSettings orbit = new OrbitSettings();
     public InputSettings input = new InputSettings();
 
     Vector3 targetPos = Vector3.zero;
     Vector3 destination = Vector3.zero;
     PlayerController pController;
     float vOrbitInput, hOrbitInput, hOrbitSnapInput, zoomInput;
 
     void Start()
     {
         SetCameraTarget(target);
 
         targetPos = target.position + position.targetPosOffset;
         destination = Quaternion.Euler (orbit.xRotation, orbit.yRotation + target.eulerAngles.y, 0) * -Vector3.forward * position.distanceFromTarget;
         destination += targetPos;
         transform.position = destination;
     }
 
     void SetCameraTarget(Transform t)
     {
         target = t;
 
         if (target != null) 
         {
             if (target.GetComponent<PlayerController>()) 
             {
                 pController = target.GetComponent<PlayerController>();
             } 
             else
                 Debug.LogError ("Camera's target needs a character controller.");
         } 
         else
             Debug.LogError ("Your Camera needs a target");
     }
 
     void GetInput ()
     {
         vOrbitInput = Input.GetAxisRaw (input.ORBIT_VERTICAL);
         hOrbitInput = Input.GetAxisRaw (input.ORBIT_HORIZONTAL);
         hOrbitSnapInput = Input.GetAxisRaw (input.ORBIT_HORIZONTAL_SNAP);
         zoomInput = Input.GetAxisRaw (input.ZOOM);
     }
 
     void Update()
     {
         GetInput();
         OrbitTarget ();
         ZoomInOnTarget ();
     }
 
     void LateUpdate()
     {
         //moving
         MoveToTarget();
         //rotating
         LookAtTarget();
     }
 
     void MoveToTarget()
     {
         targetPos = target.position + position.targetPosOffset;
         destination = Quaternion.Euler (orbit.xRotation, orbit.yRotation + target.eulerAngles.y, 0) * -Vector3.forward * position.distanceFromTarget;
         destination += targetPos;
         transform.position = destination;
     }
 
     void LookAtTarget()
     {
         Quaternion.targetRotation = Quaternion.LookRotation (targetPos - transform.position);
         transform.rotation = Quaternion.Lerp (transform.rotation, targetRotation, position.lookSmooth * Time.deltaTime);
     }
 
     void OrbitTarget()
     {
         if (hOrbitInput > 0) 
         {
             orbit.yRotation = -180;
         }
 
         orbit.xRotation += -vOrbitInput * orbit.vOrbitSmooth * Time.deltaTime;
         orbit.yRotation += -hOrbitInput * orbit.hOrbitSmooth * Time.deltaTime;
 
         if (orbit.xRotation > orbit.maxXRotation) 
         {
             orbit.xRotation = orbit.maxXRotation;
         }
         if (orbit.xRotation < orbit.minXRotation) 
         {
             orbit.xRotation = orbit.minXRotation;
         }
     }
 
     void ZoomInOnTarget()
     {
         position.distanceFromTarget += zoomInput * position.zoomSmooth * Time.deltaTime;
 
         if (position.distanceFromTarget > position.maxZoom)
         {
             position.distanceFromTarget = position.maxZoom;
         }
         if (position.distanceFromTarget < position.minZoom) 
         {
             position.distanceFromTarget = position.minZoom;
         }
     }
 }

I keep getting this error: error CS0117: UnityEngine.Quaternion' does not contain a definition for targetRotation'

Here: "Quaternion.targetRotation = Quaternion.LookRotation (targetPos - transform.position); transform.rotation = Quaternion.Lerp (transform.rotation, targetRotation, position.lookSmooth * Time.deltaTime);"

Any ideas how to fix. I have reached out to the creator, but no answer yet.

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Answer by CapitalLlama · Aug 30, 2016 at 07:53 AM

Quaternion does not have any member called targetRotation. Did you instead mean to type

 Quaternion targetRotation = Quaternion.LookRotation (targetPos - transform.position); 

and create a Quaternion variable named targetRotation

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Answer by mj321 · Aug 30, 2016 at 07:28 AM

Quaternion doesn't have a member "targetRotation".

Most likely the line should look like this (without the dot between Quaternion and targetRotation :

 Quaternion targetRotation = Quaternion.LookRotation (targetPos - transform.position);
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Answer by mlavik1 · Aug 30, 2016 at 07:30 AM

I don't have the "PlayerController" script so I cannot test, but looking at the code it seems that it might just be a small typo.

Try change the line:

 Quaternion.targetRotation = Quaternion.LookRotation(targetPos - transform.position);

into

 Quaternion targetRotation = Quaternion.LookRotation(targetPos - transform.position);

(replacing the dot with a space)

Does that work? Quaternion.LookRotation(vec) creates a quateternion from the specified forward vector, so it makes sense to do it like that.

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