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Question by deny250 · Feb 01, 2021 at 04:03 AM · rotateenemynotworking

my enemy isn't looking at the player in 2d

i'm trying to make a piranha that follows the player and i'm using a rotateScript for it to look at the player but when i try to set the coordinates for the piranha to look at the player it doesn't set it

this is the piranhas code to set the target : Rotate = GetComponent();

     PiranhaAnim = GetComponent<Animator>();

     SeenPlayer = Physics2D.OverlapCircle(transform.position, CheckRadius, WhatIsPlayer);

     if (SeenPlayer == false)
     {
         transform.position = Vector2.MoveTowards(transform.position, MovePositions[MovingToPatrolPoint].position, PatrolSpeed * Time.deltaTime);
         Rotate.target = MovePositions[MovingToPatrolPoint];
         PiranhaAnim.SetBool("Angry", false);
         check = true;
         Vector3 eulerRotation = transform.rotation.eulerAngles;
         transform.rotation = Quaternion.Euler(eulerRotation.x, eulerRotation.y, 0);
     } 
     else if (SeenPlayer == true) {
         transform.position = Vector2.MoveTowards(transform.position, PlayerPosition.position, AttackSpeed * Time.deltaTime);
         Rotate.target = PlayerPosition;
         PiranhaAnim.SetBool("Angry", true);
         check = false;
     }

and heres my rotatetowardsScript :

public float speed; public float MinusRot;

 public Transform target;

 // Update is called once per frame
 void Update()
 {
     Vector3 dir = target.position - transform.position;


     float angle = Mathf.Atan2(dir.y,dir.x) * Mathf.Rad2Deg;

     transform.rotation = Quaternion.AngleAxis(angle - MinusRot, Vector3.forward);
 }
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Answer by cdr9042 · Feb 01, 2021 at 04:39 AM

Here's how I did it.

     Vector3 initialDirection = Vector3.right; //the direction the gun points to at the beginning
     Vector3 aimDirection = TargetPosition - GunPosition;
     float angleDif = Vector2.SignedAngle(aimDirection, currentGunDirection);
     currentGunDirection= Quaternion.AngleAxis(Mathf.Min(rotateSpeed, Mathf.Abs(angleDif)) * Mathf.Sign(angleDif), -Vector3.forward) * currentGunDirection;

     transform.rotation = Quaternion.AngleAxis(Vector2.SignedAngle(currentGunDirection, initialDirection), -Vector3.forward);

https://answers.unity.com/questions/1774061/2d-version-of-vector3rotatetowards.html

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avatar image deny250 · Feb 01, 2021 at 05:05 AM 0
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@cdr9042 huh I should have told you that the target wasn't getting set to the player

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