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Question by KeyinPhua · Aug 16, 2018 at 08:02 AM · c#rotate object

How to rotate a game object in a given path?

Hello, guys. I have a game object that will follow the path given to move. But now i face a problem, how can i add some rotate coding in the pathfollower coding? What kind of rotate coding that i can use? This is the pathfollower coding: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PathFollower : MonoBehaviour {

 public Transform[] path;
 public float speed = 5.0f;
 public float reachDist = 0.5f;
 public int currentPoint = 0;


 // Use this for initialization
 void Start () {
     
 }
 
 // Update is called once per frame
 void Update () {

     //Vector3 dir = path [currentPoint].position - transform.position;

     float dist = Vector3.Distance(path[currentPoint].position, transform.position);

     transform.position = Vector3.MoveTowards (transform.position, path[currentPoint].position, Time.deltaTime * speed);

     if ( dist <= reachDist )
     {
         currentPoint++;
     }
     
     if ( currentPoint >= path.Length)
     {
         currentPoint = 0;
     }
     
 }

 void OnDrawGizmos ()
 {
     for ( int i = 0; i< path.Length; i++)
     {
         if (path[i] != null)
         {
             Gizmos.DrawSphere(path[i].position, reachDist);
         }
     }
 }


}

Thanks all.

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avatar image Sonky108 · Aug 16, 2018 at 10:37 AM 0
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I don't understand the question. If you want to rotate the object you can do this by ransform.Rotate for example. You can find a few suitable ways to do this here:

https://docs.unity3d.com/ScriptReference/Transform.html

Following the path should not affect rotation, since you will not change object's position.

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Answer by FernandoHC · Aug 16, 2018 at 11:18 AM

I've added the transform.lookAt to your code, seems like the easiest way to get the job done. However, I would strongly suggest using a tweener, like DOTween, based on the type of actions you are doing in your game.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PathFollower : MonoBehaviour
 {
 
     public Transform[] path;
     public float speed = 5.0f;
     public float reachDist = 0.5f;
     public int currentPoint = 0;
     // Use this for initialization
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         //Vector3 dir = path [currentPoint].position - transform.position;
         float dist = Vector3.Distance(path[currentPoint].position, transform.position);
         transform.position = Vector3.MoveTowards(transform.position, path[currentPoint].position, Time.deltaTime * speed);
         transform.LookAt(path[currentPoint].position);
         if (dist <= reachDist)
         {
             currentPoint++;
         }
 
         if (currentPoint >= path.Length)
         {
             currentPoint = 0;
         }
 
     }
     void OnDrawGizmos()
     {
         for (int i = 0; i < path.Length; i++)
         {
             if (path[i] != null)
             {
                 Gizmos.DrawSphere(path[i].position, reachDist);
             }
         }
     }
 }
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avatar image KeyinPhua · Aug 17, 2018 at 02:43 AM 0
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Thanks bro for your helping!!!! This coding can work perfectly in my game!

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Answer by TheKnightsofUnity · Aug 16, 2018 at 11:05 AM

Hello @KeyinPhua.

You can set the rotation of an object simply by adding this line of code:

 transform.rotation = Quaternion.LookRotation(path[currentPoint].position - transform.position);

If you would like to lock Y axis of the rotation. You can use it like this:

 Vector3 rotationVector = path[currentPoint].position - transform.position;
 rotationVector.y = 0;
 
 transform.rotation = Quaternion.LookRotation(rotationVector);

This method is simply rotating object into vector direction.

All the best,

The Knights of Unity

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avatar image KeyinPhua · Aug 17, 2018 at 02:41 AM 0
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Thanks a lot for your helping!!! This coding can work! Thanks bro!

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