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Question by Joeman9832 · Dec 31, 2020 at 09:05 AM · transformtransform.lookat

Using list of transforms for transform.lookat.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CameraController : MonoBehaviour
 {
     public GameObject[] cars;
     Transform target;
     int selectedCar;
     
     void Start(){
         selectedCar = PlayerPrefs.GetInt("selectedCar");
         target = cars[selectedCar].transform;
     }
     
     void Update(){
         transform.LookAt(target);
     }
 }

In my game I have a character select scene where I run through a list of objects and when one is selected it is stored into an int which I labeled selectedCar which is an index in the list cars. In the script above I am basically accessing that selectedCar variable and getting its transform so that I can use the transform.LookAt function and make the camera follow the player. In the inspector I can see that when the scene loads up it does in fact set "target" to the transform of the selected car but the camera does not follow. I tested my code without a list just purely dragging and dropping a transform in and that worked fine. Im curious as to why it will not work even though the camera has a target(transform) to follow.

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Answer by Joeman9832 · Dec 31, 2020 at 09:35 AM

Update I found a solution.

 public class GameManager : MonoBehaviour
 {
     
     public GameObject[] carPrefs;
     public GameObject targetObj;
     public Transform spawn;
 
     void Start()
     {
         int selectedCar = PlayerPrefs.GetInt("selectedCar");
         GameObject prefab = carPrefs[selectedCar];
         GameObject clone = Instantiate(prefab, spawn.position, Quaternion.identity);
         targetObj.transform.SetParent(clone.transform, true);
     }
 }

in the game manager script where I instantiate my selected car I just set an empty game object to be my target transform and set it as a child to the selected cars transform. Maybe not the best fix but it works for sure. I at least got to do away with the super weird and complicated camera script this required way less code and works now.

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