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Question by blpup · Mar 12, 2015 at 05:16 PM · pointslooking

Looking at points

Hey guys, I have a move to point script and what I want to do is to look at each point. Like A-B-C points Going from A to B. to look at B point going from B to C looking at C point. I have been fiddling with different codes and trying my own but i cant seem to get it working properly.

 public Transform target;
     public Transform target2;
     public float rotationSpeed;
     public Vector3 firstPosition;
     public Vector3 secondPosition;
     private Quaternion _lookRotation;
     private Vector3 _direction;
     private bool TOF;
     private bool FOT;
 
 
     void Update()
     {
 
         if (transform.position == firstPosition) {
             TOF = true;
             FOT=false;
             if (transform.position == secondPosition) {
                 FOT = true;
                 TOF =false;
             }
                 }
         if (TOF) {
             _direction = (target.position - transform.position).normalized;
                 }
         if (FOT) {
             _direction = (target2.position - transform.position).normalized;
                 }
         
 
 
         _lookRotation = Quaternion.LookRotation(_direction);
 
         transform.rotation = Quaternion.Slerp(transform.rotation, _lookRotation, Time.deltaTime * rotationSpeed);
 
 
             
     }

I know it is an amateur code but i wouldn't come here looking for help if I wasn't truly stuck.

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Answer by ScriptingTaco · Mar 12, 2015 at 06:00 PM

Hi! If you have a gameobject that you want to move A to B to C, this should work: (untested code!)

 public Vector3 aPosition;
 public Vector3 bPosition;
 public Vector3 cPosition;
 public float allowedDis; //space allowed between next object to be "on" it
 
 public float moveSpeed;
 
 void Start(){
     allowedDis=2; //the smaller, the closer the position must be to notice
     moveSpeed=10;
     aPosition=Transform.Find("NameOfObjectA").transform.position;
     bPosition=Transform.Find("NameOfObjectB").transform.position;
     cPosition=Transform.Find("NameOfObjectC").transform.position;
 }
 
 void Update(){
    if(Vector3.Distance(transform.position,aPosition)<allowedDis){
         transform.LookAt(bPosition);
    }
    else if(Vector3.Distance(transform.position,bPosition)<allowedDis){
          transform.LookAt(cPosition);
    }
 
    transform.localPosition.z-=Time.deltaTime*moveSpeed;
 }
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avatar image blpup · Mar 13, 2015 at 06:23 PM 0
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Thanks for your reply. Your code did seem to work when i took off the aPosition=Transform.Find("NameOfObjectA").transform.position; bPosition=Transform.Find("NameOfObjectB").transform.position; cPosition=Transform.Find("NameOfObjectC").transform.position;

thanks :)

avatar image ScriptingTaco · Mar 13, 2015 at 10:48 PM 0
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Yay I'm glad I could help. Dp you $$anonymous$$d accepting the answer aswell? :)

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