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Question by Griffo · Aug 29, 2012 at 07:43 PM · raycasttransformtarget

Look at enemy

Whats wrong with this code? Why won't the transform keep looking at the target once the target is in the transforms raycast?

 #pragma strict
     
 var damping : int = 6.0;
 private var target : Transform;
 private var hit : RaycastHit;
 
 function Awake(){
 
 }
 
 function Start(){
 
 }
 
 function Update(){
 
 if (Physics.Raycast (transform.position, transform.forward, hit, 100)) {
 
     Debug.DrawRay(transform.position, transform.forward*100.0, Color.red);
     target = hit.transform;
     
 if(target.tag == "Enemy"){
     lookAt();
         }
     }    
 }
 
 
 function lookAt(){
 
     var rotation = Quaternion.LookRotation(target.position - transform.position);
     transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
 }
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avatar image ScroodgeM · Aug 29, 2012 at 08:00 PM 0
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change damping's type from int to float

avatar image Fattie · Aug 29, 2012 at 08:33 PM 1
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just use the supplied fucntion LookAt. "look at" the doco :)

avatar image Griffo · Aug 29, 2012 at 08:57 PM 0
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Scroodge$$anonymous$$, Thanks, but didn't work ..

Fattie, Thanks, much easier ..

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Answer by Griffo · Aug 30, 2012 at 08:56 AM

 #pragma strict
     
 private var target : Transform;
 private var hit : RaycastHit;
 
 function Awake(){
 
 }
 
 function Start(){
 
 }
 
 function Update(){
 
 if (Physics.Raycast (transform.position, transform.forward, hit, 100)){
 
     Debug.DrawLine (transform.position, hit.point, Color.red);
     
     if(hit.transform.tag == "Enemy Terrorist"){
         target = hit.transform;
         LookAtIgnoreHeight();
         }
     }
 }
 
 function LookAtIgnoreHeight () {
 
 print(hit.transform);
 
     var lookAtPos : Vector3 = target.position;
 //Set Y of LookAt target to be Players height.
     lookAtPos.y = transform.position.y;
     transform.LookAt (lookAtPos);
 }
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