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This question was closed Jul 24, 2013 at 10:01 PM by clunk47 for the following reason:

Question was answered, correct answer was accepted.

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Question by Shaftz · Dec 13, 2012 at 10:01 PM · mousescaleviewoverhead

Help with overhead view game

Hello, my game im creating is going to be a recreate of 100 rounds in the game WARCRAFT III.

If any of you are familliar with the game its an overhead camera style right click to move game where you have to dodge 100 rounds of oncoming enemys. My sphere that im using for a temporary character ALWAYS Rolls to 0,0 right when i hit the play butten, i have no idea why, here is a screen shot and the script for movement that i am using.

var smooth:int;

private var targetPosition:Vector3;

function Update () { if(Input.GetKeyDown(KeyCode.Mouse1)) { var playerPlane = new Plane(Vector3.up, transform.position); var ray = Camera.main.ScreenPointToRay (Input.mousePosition); var hitdist = 0.0;

if (playerPlane.Raycast (ray, hitdist)) { var targetPoint = ray.GetPoint(hitdist); targetPosition = ray.GetPoint(hitdist); var targetRotation = Quaternion.LookRotation(targetPoint - transform.position); transform.rotation = targetRotation; } }

transform.position = Vector3.Lerp (transform.position, targetPosition, Time.deltaTime * smooth); }

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Answer by clunk47 · Dec 13, 2012 at 10:25 PM

Be a bit more specific. Format your code by using the "101010" button. Also try using Vector3.MoveTowards instead. If this code doesn't help let me know a bit more detail on what you want to do, I'll be happy to try and help :D

 private var targetPosition : Vector3;
 var playerPlane;
 var ray : Ray;
 private var hitdist : float = Mathf.Infinity;
 var speed : float = 60.0f;

 
 function Update () 
 { 
     ray = Camera.main.ScreenPointToRay (Input.mousePosition); 
     if(Input.GetKeyDown(KeyCode.Mouse1)) 
     {
         playerPlane = new Plane(Vector3.up, transform.position);
         if (playerPlane.Raycast (ray, hitdist)) 
         { 
             var targetPoint = ray.GetPoint(hitdist); 
             targetPosition = ray.GetPoint(hitdist); 
             var targetRotation = Quaternion.LookRotation(targetPoint - transform.position); 
             transform.rotation = targetRotation; 
         } 
     }
     transform.position = Vector3.MoveTowards(transform.position, targetPosition, speed * Time.smoothDeltaTime); 
 }
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