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Question by joseaguirre · Sep 09, 2015 at 05:28 AM · rotationvector32d-platformerlookattransform.rotate

2d Turret WORKS but is turned 90 degrees from the right way

This script here works perfectly without error but its aim is off by 90 degrees

 using UnityEngine;
 using System.Collections;
 
 public class TurretRotate : MonoBehaviour {
     
     public Transform target;
     public float turretSpeed;
     public float fireRate;
     public float fireBallHeight;
     public GameObject fireBall;
     public float range;
     private float _lastShotTime = float.MinValue;
     float distance;
     
     // Use this for initialization
     void Start () 
     {
         
     }
     
     // Update is called once per frame
     void Update () 
     {
         //Rotate turret to look at player.
         Vector3 relativePos = target.position - transform.position;
         Quaternion rotation = Quaternion.LookRotation(relativePos); 
         rotation.x=0;
         rotation.y=0;
         transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * turretSpeed);
         
         //Fire at player when in range.
         distance = Vector3.Distance(transform.position,target.position);
         
         if (distance < range && Time.time > _lastShotTime + (3.0f / fireRate))
         {
             _lastShotTime = Time.time;
             launchFireBall();
         }  
     }
     
     void launchFireBall()
     {
         Vector3 position = new Vector3(transform.position.x, transform.position.y + fireBallHeight, transform.position.z);
         Instantiate(fireBall, position, transform.rotation);
     }
 }
 

How do I fix this?

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Answer by hexagonius · Sep 09, 2015 at 05:43 AM

lookrotation is meant to work with 3D Objects, facing along the z-Axis. making it work with 2D works like this: arrange the sprite so it points in the direction of the y-Axis. Use the two parameter version of lookrotation, with the first being Vector3.Forward and the second your aim direction.

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avatar image joseaguirre · Sep 09, 2015 at 07:08 PM 0
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i get what you mean but how would i do that?

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Answer by Frizack400 · Jul 04, 2017 at 10:07 AM

Hey I have had the same problem and think I have found a way to do this quite simply. I would love your imput as its both a question and an answer. http://answers.unity3d.com/questions/1373642/using-quaternions-in-2d-to-follow-a-rotation-both.html

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