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Question by AydanG · Jul 14, 2020 at 12:01 AM · follow player

How do I make my enemyAI rotate only left and right, not up and down

I have this script, I made a bool to be able to control whether I want the AI to go up and down, or only left and right, but I cant figure out what to do to make it not follow my up and down movement. Here is my script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class EnemyShoot : MonoBehaviour
 
 {
 
     public bool AlongYAxis;
 
     public GameObject bullet;
 
     public Transform player;
     public GameObject EnemyGunTip;
 
 
     private float timeBtwShots;
 
     public float startTimeBtwShots;
 
 
 
     // Start is called before the first frame update
 
     void Start()
 
     {
 
         player = GameObject.Find("Player").transform;
 
 
 
         timeBtwShots = startTimeBtwShots;
 
     }  
 
 
 
     // Update is called once per frame
 
     void Update()
 
     {
 
         if (AlongYAxis == true)
         {
             Vector3 lookVector = player.transform.position - transform.position;
             lookVector.y = transform.position.y;
             Quaternion rot = Quaternion.LookRotation(lookVector);
             transform.rotation = Quaternion.Slerp(transform.rotation, rot, 1);
         }
         else
         {
             Vector3 lookVector = player.transform.position - transform.position;
             lookVector.y = transform.position.y;
             Quaternion rot = Quaternion.LookRotation(lookVector);
             transform.rotation = Quaternion.Slerp(transform.rotation, rot, 1);
         }
 
 
         if (timeBtwShots < -0)
 
         {
 
             Instantiate(bullet, EnemyGunTip.transform.position, Quaternion.identity);
 
 
             timeBtwShots = startTimeBtwShots;
 
         }
 
         else
 
         {
 
             timeBtwShots -= Time.deltaTime;
 
         }
 
 
 
     }
 
 }
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Answer by Eno-Khaon · Jul 14, 2020 at 04:15 AM

Your lookVector is relative to the character until you change its Y value.

 Vector3 lookVector = player.transform.position - transform.position;
 lookVector.y = transform.position.y;


To match what you're probably looking for in Quaternion.LookRotation(), you would want the Y-axis to be zeroed out instead:

 Vector3 lookVector = player.transform.position - transform.position;
 lookVector.y = 0f;


Additionally, based on the current state of your script, you have the same code on both sides of the if(AlongYAxis == true) statement, and your final rotation line...
 transform.rotation = Quaternion.Slerp(transform.rotation, rot, 1);

... will always be equal to rot. In its current form, it could be simplified to:

 transform.rotation = rot;
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