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Question by ihsan07 · Feb 10, 2018 at 08:37 AM · rotationtransformrotation axis

LookAt only on local Z Axis

Hi folks... I want to rotate an object to look in direction of another object while keeping its X and Y angles. (It will rotate on a plane). There are some options avaible on forums but not applicable to my situation. For example on "this example", object rotates on Z axis but X and Y angles always get stuck at 0. And if I write down original X and Y angle instead of 0, it doesn't look at target object anymore. Rotation goes wierd.

In another example, marked answer won't work for me. Because in "a" and "b" vectors, x and y angles are the same. So in direction it will always be 0 and "transform rotation" will only return (0,0,0) or (0,0,180). Correct me if I have done something wrong with this example.

Any help is appreciated...

EDIT:

My code is here:

 GameObject rotatingObj;
     GameObject targetObj;
     private void Update()
     {
         Vector3 orj_angle = rotatingObj.transform.rotation.eulerAngles;
         Vector3 objUp = rotatingObj.transform.forward;
         rotatingObj.transform.LookAt(targetObj.transform, objUp );
         Vector3 after_rot = rotatingObj.transform.rotation.eulerAngles;
         rotatingObj.transform.rotation = Quaternion.Euler(new Vector3(orj_angle.x, orj_angle.y, after_rot.z));
     }
     private void Start()
     {
         rotatingObj = GameObject.Find("Quad");
         targetObj = GameObject.Find("Cube");
     }

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avatar image meat5000 ♦ · Feb 10, 2018 at 10:21 AM 0
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Just note what the numbers were before the change and whack them back in before the end of the frame...or zero them or whatever. Are you subject to Gimbal Lock?

avatar image ihsan07 meat5000 ♦ · Feb 10, 2018 at 11:17 AM 0
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I am not sure if it is Gimbal Lock. Rotation goes wild when moving target object. I will add an example file.

avatar image ihsan07 meat5000 ♦ · Feb 10, 2018 at 11:35 AM 0
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It is probably Gimbal Lock, because it follows logically for most of time but after a while it goes haywire. How to overcome this?

avatar image jimbobulus2 · Feb 12, 2018 at 10:22 AM 0
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Try this, rotation only on z, X and Y angles can be changed independently:

 public Transform targetObj;
 public Transform rotatingObj;
 
 void Update () {
         Vector3 difference = targetObj.position - transform.position;
         float rotationZ = $$anonymous$$athf.Atan2(difference.y, difference.x) * $$anonymous$$athf.Rad2Deg;
 
         Vector3 orj_angle = rotatingObj.rotation.eulerAngles;
 
         transform.rotation = Quaternion.Euler(orj_angle.x, orj_angle.y, rotationZ);
 }

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