Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by OmegaVesko · Feb 02, 2014 at 04:53 PM · 2dquaternionlookatrotate object2d rotation

Problem with Quaternion.LookRotation()

I've written a function that's supposed to make a GameObject face another GameObject, and return the resulting Quaternion if I only want to use part of it.

The problem I'm having with it is that if the object is facing away from the target the first time I call the function on it, it faces away from the target rather than towards it (= the rotation is inverted by 180 degrees). If the object is already rotated in the target's general direction, the rotation works fine.

Here's the source for the function I'm using:

     Quaternion LookAt2D(GameObject tracker, GameObject target)
     {
         Vector3 trackerPosition = new Vector3(
             tracker.transform.position.x,
             tracker.transform.position.y,
             0.0f);
 
         Vector3 targetPosition = new Vector3(
             target.transform.position.x,
             target.transform.position.y,
             0.0f);
 
         Quaternion rotation = Quaternion.LookRotation
             (targetPosition - trackerPosition, tracker.transform.TransformDirection(Vector3.up));
         tracker.transform.rotation = new Quaternion(0, 0, rotation.z, rotation.w);
 
         return rotation;
     }

Here's the problem in action.

Before starting the scene:
alt text

After starting the scene:
alt text

Both of the turrets are the exact same GameObject, with the exact same script attached.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by OmegaVesko · Feb 02, 2014 at 05:05 PM

Hah, alright, it looks like I sort of solved my own problem. I just added this code to the beginning of the function, making the object face the target before calculating the rotation.

         if (tracker.transform.position.x > target.transform.position.x)
         {
             tracker.transform.eulerAngles = new Vector3(0, 0, 360);
         }
         else
         {
             tracker.transform.eulerAngles = new Vector3(0, 0, 180);
         }

I would really like to know why this happens, though. Is it a Unity bug or just a matter of me not understanding Quaternions?

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to rotate an object depending on the rotation of an other Object 3 Answers

Looking at target in 2D 1 Answer

How to make an object lookat and rotate on its local axis simultaneously 0 Answers

[2D] Rotations become tighter the further left they are? 1 Answer

(2D) rotate object to face movement direction 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges