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Question by Shadowsektor · Mar 14, 2020 at 03:58 PM · 2drotationmovementpositiondistance

Object can't get to the target point

2D game, movement on the x, y axes, rotation around the z axis. I get the mouse coordinates, transform them into world coordinates. Then the ship begins to rotate smoothly and move to the point of mouse click. Each time the ship does not get exactly in the position of the point and begins to rotate around it!

 public class RotateMoveToPoint : MonoBehaviour
 {
     private Vector3 targetPosition;     // Mouse Click position
     public float moveSpeed = 2.0f;      // Ship speed
     public float turnSpeed = 180.0f;    // Ship turn speed
     private bool isMoving = false;      // Ship is in a movement?
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.Mouse0))
         {
             targetPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             targetPosition.z = 0;
             Debug.Log(targetPosition);
 
             isMoving = true;
         }
 
         if (isMoving)
         {
             Debug.DrawLine(transform.position, targetPosition, Color.red);
 
             Quaternion newRotation = Quaternion.LookRotation(transform.position - targetPosition, Vector3.forward);
             // Blocks rotation around the x, y axis
             newRotation.x = 0f;
             newRotation.y = 0f;
 
             transform.rotation = Quaternion.RotateTowards(transform.rotation, newRotation, turnSpeed * Time.deltaTime);
 
             transform.Translate(Vector3.up * moveSpeed * Time.deltaTime, Space.Self);
             // transform.position += transform.up * moveSpeed * Time.deltaTime;
 
             if (transform.position == targetPosition)
             {
                 isMoving = false;
             }
         }
     }
 }

Additional check doesn't help. Because if the point is next to the ship, the result is that the ship still rotates around it!

 if ((transform.position - targetPosition).magnitude < 0.1f)
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avatar image JPhilipp · Mar 14, 2020 at 04:09 PM 0
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@Shadowsektor It looks like you're not catering for the ship overshooting its position. Try using the Vector3.$$anonymous$$oveTowards function ins$$anonymous$$d to see if it solves your issue. In addition, try not to set is$$anonymous$$oving to true on mouse clicks if the ship is already at the targetPosition to begin with, as that would cause an unnecessary rotation or possible error due to the LookRotation position delta being Vector3.zero.

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