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Question by pamz3d · Aug 03, 2016 at 01:32 PM · plane

Plane Problem

Hi i am having a problem, I have attached 2 reference pics here. the problem is, If the Unity Chan came closer to the plane, the plane is going to horizontal. please give some ideas folks.

alt text alt text

cam-err.png (484.0 kB)
cam-err2.png (46.3 kB)
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avatar image Glurth · Aug 03, 2016 at 02:45 PM 0
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I'd guess it's being done by the ObjFacecam script. But I suspect we'd need to see that script to provide a better answer. If you disable that script, what happens? What about the Fountain script?

avatar image pamz3d Glurth · Aug 04, 2016 at 05:31 AM 0
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Hi Thanks for the reply @Glurth, Fountain Script is enabling and disabling the fountain. It didn't work out well, so i took it out.

 Object facing Camera Script :
 using UnityEngine;
 using System.Collections;
 
 public class objfacecam : $$anonymous$$onoBehaviour
 {
     public Transform Trans;
     void Update()
     {        
         transform.LookAt (new Vector3(Trans.position.x,transform.position.y,Trans.position.z));
     }
     }
avatar image pamz3d Glurth · Aug 04, 2016 at 06:06 AM 0
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Now i have found out a solution, I have changed the default plane mesh by another mesh from a project which i worked previously. But i am experiencing another problem, actually wanted that plane to work as a button. i added the button UI, but it didn't work. anyone knows solutions for that?

alt text

alt text

plane-prob1.png (122.2 kB)
plane-prob2.png (55.2 kB)
avatar image Glurth pamz3d · Aug 07, 2016 at 03:31 PM 1
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Rather that use a button, which has a whole bunch of stuff you probably don't need, you could ins$$anonymous$$d use the Get$$anonymous$$ouseDown()/Get$$anonymous$$ouseUp() functions, or better yet, implement the IPointerClickHandler interface in your class. (Also, not sure why your button doesn't work, perhaps it needs to be on a canvas? That stuff always throws me off.)

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