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Question by cidmodder · Dec 22, 2011 at 04:35 PM · c#rotatelookattime.time

slow look at question

I have a script that points a gun where you click on the screen but right now it just jumps to where you click instead of slowly rotating to it. How can I make it slowly rotate?

     public Transform gun;
     private Vector3 mouseWorldPoint;
     
     void Update () 
         {
         
             if(Input.GetMouseButtonDown(0))
             {
    mouseWorldPoint = Camera.mainCamera.ScreenToWorldPoint(newVector3(Input.mousePosition.x, Input.mousePosition.y, -Camera.mainCamera.transform.position.z));
                 mouseWorldPoint.z = gun.position.z;
                 gun.LookAt(mouseWorldPoint);
         }

thanks for your help!

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avatar image cj_coimbra · Dec 22, 2011 at 04:42 PM 0
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Use the RotateTowards() function...

avatar image cidmodder · Dec 22, 2011 at 04:59 PM 0
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that doesn't work becaue the mouseWorldPoint is a vecto3 and the gun.rotation is a quaternion

avatar image cregox · Dec 22, 2011 at 05:04 PM 0
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what about eulerAngles() ?

avatar image cj_coimbra · Dec 22, 2011 at 05:06 PM 0
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"transform.rotation.eulerAngles" gives you the corresponding rotation in Vector3 type.

"Quaternion.Euler(x,y,z)" gives you the quaternion corresponding of a given Vector3.

avatar image cregox · Dec 22, 2011 at 05:13 PM 0
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I meant to complement your suggestion, @cj... Here, try this: Vector3.RotateTowards(gun.eulerAngles, mouseWorldPoint);

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Best Answer

Answer by Rod-Green · Dec 28, 2011 at 08:49 AM

Here you go.. change the up vector for the LookRotation as you need... also the speed will of course speed up the look movement

 using UnityEngine;
 using System.Collections.Generic;
 
 public class SlowLookAt : MonoBehaviour
 {
     
     public Transform gun;
     public float speed = 1.0f;
     private Vector3 mouseWorldPoint;
     private Quaternion newLookTarget;
     
     
     void Awake()
     {
         newLookTarget = gun.rotation;
     }
     void Update ()
     {
 
         if (Input.GetMouseButtonDown (0)) {
             mouseWorldPoint = Camera.mainCamera.ScreenToWorldPoint (new Vector3(Input.mousePosition.x, Input.mousePosition.y, -Camera.mainCamera.transform.position.z));
             mouseWorldPoint.z = gun.position.z;
             
             Quaternion curRot = gun.rotation;
             newLookTarget = Quaternion.LookRotation(mouseWorldPoint - gun.transform.position, Vector3.up);
             
             
         }
         
         if(newLookTarget != gun.rotation)
         {
             gun.rotation = Quaternion.Lerp(gun.rotation, newLookTarget, Time.deltaTime * speed);
         }
     }
 }
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