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Question by timcommandeur · May 23, 2013 at 07:28 PM · camerarotationmeshrenderinglookatmouse

Synchronising the rotation around Y axis of two objects

Hey all,

I have a player and a 3rd person view camera which is controllable by the mouse. I now want to be able to set the rotation of the player around the Y axis equal to the rotation of the camera around the Y axis. I tried gameObject.transform.rotation.y = GameObject.Find("Main Camera").transform.rotation.y;. This makes it almost behave as I want it except it only works for 180 degrees. The other 180 degrees the character turns around in the opposite direction.

Does anyone know how I can do this?

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avatar image SalvoSoftware · May 24, 2013 at 07:54 PM 0
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It's weird... maybe you could try to put it into Camera's script and look for variable that counts y rotation, maybe it could be negative or... i don't know...

avatar image timcommandeur · May 24, 2013 at 08:04 PM 0
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I didn't use the .eulerAngles.y but just the .y, so it's solved now :)

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Answer by MikeNewall · May 24, 2013 at 07:54 PM

Try this:

 float camY = Camera.mainCamera.transform.eulerAngles.y;

 transform.eulerAngles = new Vector3(transform.eulerAngles.x,camY, transform.eulerAngles.z);
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avatar image timcommandeur · May 24, 2013 at 08:03 PM 0
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Well it works with your code :)

avatar image MikeNewall · May 24, 2013 at 08:43 PM 0
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I edited my answer to use transform.eulerangles there was no need to convert it to a quaternion :-)

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