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Question by dragonking300 · May 01, 2017 at 07:08 PM · c#scripting problem

How do you keep rotation constant no matter where you look?

I want my sword model to rotate and look the same no matter where i'm facing but I don't know how to add that. Help?(I'd also accept links to other answers or just links to this concept because I can't seem to find the answer with google)

 using UnityEngine;
 using System.Collections;
 
 [AddComponentMenu("Camera-Control/Mouse Look")]
 public class MouseCameraScript : MonoBehaviour
 {
     CursorLockMode lockerd = CursorLockMode.Locked;
     void Start()
     {
         Cursor.lockState = lockerd;
     }
 
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
     public float minimumX = -360F;
     public float maximumX = 360F;
     public float minimumY = -60F;
     public float maximumY = 60F;
     float rotationY = 0F;
     public float length;
     public Vector3 SwordPos;
     public Transform Sword;
     void Update()
     {
         RaycastHit hit;
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         Debug.DrawRay(transform.position, Camera.main.transform.forward * length, Color.black);
         SwordPos = ray.origin + (ray.direction * length);
         SwordPos = ray.GetPoint(length);
         Sword.position = SwordPos;
         Debug.Log(ray.direction);
         
 
 
         if (axes == RotationAxes.MouseXAndY)
         {
             float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
 
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
 
             transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
         }
         else if (axes == RotationAxes.MouseX)
         {
             transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
         }
         else
         {
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
 
             transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
         }
     }
 }



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Best Answer

Answer by tMahon · May 01, 2017 at 09:40 PM

So you're trying to keep the sword in view like a First Person weapon correct? The simplest thing to do is put it where it looks nice and make it a child object to the main camera so as the main camera rotates it translates the object to stay in view.

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