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Question by Vel_1828 · Mar 02, 2020 at 11:50 AM · rotationphysicsrigidbody

Rigidbody.MoveRotation() Towards an object?

In short: I want an object to follow rotation of another object, but with slight delay (a lag), like it was heavy - How can I do it so that it also detects collision? I know it will be something like Rigidbody.Moverotation( but I have no idea where to get it from there.

EDIT: Scenario: I want an automatic turret to always slowly follow where a First-Person Camera of the palyer is looking. For example, you look to the right - turret is also turning to the right to match camera's rotation.

Help?

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Answer by ShadyProductions · Mar 02, 2020 at 01:11 PM

This question was already asked several times:

https://answers.unity.com/questions/417920/how-to-make-a-rigidbody-rotate-towards-an-object-u.html

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avatar image Vel_1828 · Mar 03, 2020 at 09:18 AM 0
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Yes, but that's not the question I needed answered. These all links show how to "turn a rigidbody to look at another object". What I need is for Rigidbody to follow the rotation of another object with a slight lag.

Scenario: I want an automatic turret to always slowly follow where a First-Person Camera of the palyer is looking. So you look to the right - turret is also turning to the right to match camera's rotation.

avatar image ShadyProductions Vel_1828 · Mar 03, 2020 at 11:50 AM 0
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Just apply the player's forward vector to the rotation of the turret?

avatar image Vel_1828 ShadyProductions · Mar 03, 2020 at 12:22 PM 0
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There are two problems: A) Assigning rotation is simple, but I don't want the tutrret to sharply turn - it's supposed to feel heavy, so it needs to rotate more slowly towards the current camera rotation. B) I want to preserve Collisions, so when the turret hits something on it's way to the proper rotation, I want it to push against the obstacle or to stop completely if the obstacle is static.

Considering both of these things, I found out I should use Rigidbody.$$anonymous$$oveRotation() (it applies new rotation but considering phyiscs collisions. But I can't just make it Turret.rigidbody.$$anonymous$$oveRotation(Camera.rotation), because it will just snap the turret instantly to the final position.

I would need sometihng like Turret.Rigidbody.$$anonymous$$oveRotation(stepTowardsCameraRotation), but I have no idea how to say that in Quaternions :/

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