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Question by teo35 · Jun 01, 2016 at 03:20 PM · rotationpositionrotation axis3rd person controller3rd person camera

Object with fixed position but follows camera rotation

To clarify title, i am creating a 3rd person bow and arrow game.

My question is: How can i make it so my character (now currently just a bow) model follows where the camera is pointed at?

Considering that i have a dynamic camera in which you are able to zoom in and out, i cant make it a child of the camera because when i do that, the bow flies in and out with the camera zooms.

hepl

Bow Controls

 using UnityEngine;
 using System.Collections;
 
 public class BowScript : MonoBehaviour {
 
     public Rigidbody theArrow;
     public Transform bowEnd;
     public Transform direction;
 
     void Update() 
     {
 
         if (Input.GetKeyUp (KeyCode.E)) {
             Rigidbody arrowInstance;
             arrowInstance = Instantiate (theArrow, bowEnd.position, direction.rotation) as Rigidbody;
             arrowInstance.AddForce (bowEnd.transform.forward * 5000);
         }
 
     }
 }

Camera Controls

 using UnityEngine;
 using System.Collections;
 
 public class WowCamera : MonoBehaviour
 {
     public Transform target;
 
     public float targetHeight = 1.7f;
     public float distance = 5.0f;
     public float offsetFromWall = 0.1f;
 
     public float maxDistance = 20;
     public float minDistance = .6f;
     public float speedDistance = 5;
 
     public float xSpeed = 200.0f;
     public float ySpeed = 200.0f;
 
     public int yMinLimit = -40;
     public int yMaxLimit = 80;
 
     public int zoomRate = 40;
 
     public float rotationDampening = 3.0f;
     public float zoomDampening = 5.0f;
 
     public LayerMask collisionLayers = -1;
 
     private float xDeg = 0.0f;
     private float yDeg = 100.0f;
     private float currentDistance;
     private float desiredDistance;
     private float correctedDistance;
 
     void Start ()
     {
         Vector3 angles = transform.eulerAngles;
         xDeg = angles.x;
         yDeg = angles.y;
 
         currentDistance = distance;
         desiredDistance = distance;
         correctedDistance = distance;
 
         // Make the rigid body not change rotation
         if (this.gameObject.GetComponent<Rigidbody>())
             this.gameObject.GetComponent<Rigidbody>().freezeRotation = true;
     }
 
     /**
      * Camera logic on LateUpdate to only update after all character movement logic has been handled.
      */
     void LateUpdate ()
     {
         Vector3 vTargetOffset;
 
         // Don't do anything if target is not defined
         if (!target)
             return;
 
         // If either mouse buttons are down, let the mouse govern camera position
         if (GUIUtility.hotControl == 0) {
             if (Input.GetMouseButton(0) || Input.GetMouseButton(1))
             {
                 xDeg += Input.GetAxis ("Mouse X") * xSpeed * 0.02f;
                 yDeg -= Input.GetAxis ("Mouse Y") * ySpeed * 0.02f;
             }
         }
 
 
         // calculate the desired distance
         desiredDistance -= Input.GetAxis ("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs (desiredDistance) * speedDistance;
         desiredDistance = Mathf.Clamp (desiredDistance, minDistance, maxDistance);
 
         yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
 
         // set camera rotation
         Quaternion rotation = Quaternion.Euler(yDeg, xDeg, 0);
         correctedDistance = desiredDistance;
 
         // calculate desired camera position
         vTargetOffset = new Vector3 (0, -targetHeight, 0);
         Vector3 position = target.position - (rotation * Vector3.forward * desiredDistance + vTargetOffset);
 
         // check for collision using the true target's desired registration point as set by user using height
         RaycastHit collisionHit;
         Vector3 trueTargetPosition = new Vector3(target.position.x, target.position.y, target.position.z) - vTargetOffset;
 
         // if there was a collision, correct the camera position and calculate the corrected distance
         bool isCorrected = false;
         if (Physics.Linecast (trueTargetPosition, position, out collisionHit, collisionLayers.value))
         {
             // calculate the distance from the original estimated position to the collision location,
             // subtracting out a safety "offset" distance from the object we hit.  The offset will help
             // keep the camera from being right on top of the surface we hit, which usually shows up as
             // the surface geometry getting partially clipped by the camera's front clipping plane.
             correctedDistance = Vector3.Distance (trueTargetPosition, collisionHit.point) - offsetFromWall;
             isCorrected = true;
         }
 
         // For smoothing, lerp distance only if either distance wasn't corrected, or correctedDistance is more than currentDistance
         currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp (currentDistance, correctedDistance, Time.deltaTime * zoomDampening) : correctedDistance;
 
         // keep within legal limits
         currentDistance = Mathf.Clamp (currentDistance, minDistance, maxDistance);
 
         // recalculate position based on the new currentDistance
         position = target.position - (rotation * Vector3.forward * currentDistance + vTargetOffset);
 
         transform.rotation = rotation;
         transform.position = position;
     }
 
     private static float ClampAngle (float angle, float min, float max)
     {
         if (angle < -360)
             angle += 360;
         if (angle > 360)
             angle -= 360;
         return Mathf.Clamp (angle, min, max);
     }
 }


thx

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