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Question by ThiagoTejo · Oct 19, 2013 at 03:02 PM · camerarotationaxisorbit

Rotate according to the camera on Y and Z only!

Hi guys, i have this code right now, that allows my character to have his rotation be relative to the camera when he moves, but the problem, is that i want it to be for the Y and Z axis only, so that, when the camera is a little up, the character dont incline to the ground, you know? Sorry for the bad english, i hope someone can help...

Transform mainCamera = Camera.main.transform; direction =new Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical")); rotation = Quaternion.LookRotation(direction, Vector3.up); transform.rotation = mainCamera.rotation * rotation;

This image here shows what is happening: alt text

the character movement is exacltly like i want, it follows the camera rotations on y and z, but i want to lock the x rotation, so the character can stand still on the ground...

what happens.jpg (77.2 kB)
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Answer by Owen-Reynolds · Oct 19, 2013 at 03:25 PM

Use a variant of the "cancel out y" LookAt trick. Set direction.y to 0 before getting the angle:

 direction = new Vector3(Input.GetAxis("Horizontal")...);
 direction.y = 0; // new. Direction is now "flat"
 rotation = Quaternion.LookRotation(direction, Vector3.up);

This will give a bad quaternion error if the camera is ever pointed straight up or down (since direction will be 000,) but probably never happens and can be solved with an if.

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avatar image ThiagoTejo · Oct 19, 2013 at 05:50 PM 0
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It didn't solved :(

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Answer by ThiagoTejo · Oct 21, 2013 at 06:26 AM

Up

( Its permmited to do this on this forum? )

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