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Question by NeonDv · Apr 13, 2016 at 07:49 PM · rotationquaternion

Homing missile rotation

so i want to create a script for a homing missile when the target rotate the missile also rotate but in realistic way i dont want it to reverse it rotation and follow the target i want more like this way on the picture alt text

this the code that i used i tought if used slerp it well do the job but the missile behave like what i said above

 public class EnemyMovment : MonoBehaviour {
 
     public GameObject plane;
     public float speed = 15f;
     public float turningSpeed = 5f;
     void Start () {
     }
     
     // Update is called once per frame
     void Update () {
         destroyPlane();
     }
 
     void destroyPlane()
     {
         Vector3 Target = plane.transform.position;
         Vector3 distance = Target - transform.position;
         var angle = Mathf.Atan2(distance.y, distance.x) * Mathf.Rad2Deg - 90;
         transform.rotation = Quaternion.Slerp(transform.rotation,(Quaternion.AngleAxis(angle, Vector3.forward)),turningSpeed*Time.deltaTime);
         transform.position = Vector3.MoveTowards(transform.position, Target, speed * Time.deltaTime);
     }
 }
screenshot-2016-04-13-20-13-25.jpeg (189.5 kB)
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Answer by Kazuva · Apr 14, 2016 at 12:09 AM

I would use transform.Translate to move the missile so it would move in the direction it's facing, below i set an example how it could be done

 public GameObject plane;
     public float speed = 15f;
     public float turningSpeed = 5f;
     void Start()
     {
     }
 
     // Update is called once per frame
     void Update()
     {
         destroyPlane();
     }
 
     void destroyPlane()
     {
         Vector3 Target = plane.transform.position;
         Vector3 distance = Target - transform.position;
         var angle = Mathf.Atan2(distance.y, distance.x) * Mathf.Rad2Deg - 90;
         transform.rotation = Quaternion.Slerp(transform.rotation, (Quaternion.AngleAxis(angle, Vector3.forward)), turningSpeed * Time.deltaTime);
 
 
         //the moving I made
         transform.Translate(Vector3.up * speed * Time.deltaTime);
 
         //old moving
         //transform.position = Vector3.MoveTowards(transform.position, Target, speed * Time.deltaTime);
     }


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avatar image NeonDv · Apr 14, 2016 at 12:36 AM 0
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thank you the rocket now behave kinda like how i want it if you have any thing else to make the good better that well be great thank you again

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Answer by nothinghshs · Jul 30, 2018 at 11:15 PM

Hello Mate I really need your help :D

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