Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by epicman245 · Jul 04, 2014 at 05:14 AM · c#rotation

C# How to rotate cube X/Z coor. for top-down game?

Note, I have looked many unity answers on this site and more, but have found no solution to this problem

I have looked almost everywhere, I can't find a single one that works. I tried to make one but it also doesn't work. Does anyone know how to make a simple one?

Code:

 using UnityEngine;
 using System.Collections;
 
 public class FollowMouse : MonoBehaviour {
      Camera cam;
     
     void Update () {
         Vector2 MS = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         float Compare = Vector3.Angle(transform.position, MS);
         transform.LookAt(new Vector3(MS.x, 0, MS.y));
 
         Vector3 mousePos = Input.mousePosition;
         Vector3 worldPos = Camera.main.WorldToScreenPoint (mousePos);
 
         transform.LookAt(worldPos);
     }
 }
 

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image NorthernVisionStudio · Jul 05, 2014 at 02:57 AM 0
Share

Do you mean to rotate a cube left and right as if you were looking down from the top?

avatar image epicman245 · Jul 05, 2014 at 07:13 AM 0
Share

Yeah, like the cube would face the mouse, rotate accordingly and it would have a top-down view.

2 Replies

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by NorthernVisionStudio · Jul 05, 2014 at 03:12 PM

Hi Epicman,

In hopes of not being rude to Mr. Lukasik, but still give you a simple solution, I made a test project for you. Click here to download project zip

And, here's the code anyway:

 using UnityEngine;
 using System.Collections;

 public class Test : MonoBehaviour {

 // Use this for initialization
 void Start () {
 
 }
 
 // Update is called once per frame
 void Update () {
 
     Vector3 mousePos = Input.mousePosition;
     mousePos.z = Camera.main.nearClipPlane;
     Vector3 MS = Camera.main.ScreenToWorldPoint(mousePos);
     MS.y = transform.position.y;
     transform.LookAt(MS);
 }
 }

unitytesta.zip (102.1 kB)
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image andrew-lukasik · Jul 05, 2014 at 05:45 PM 0
Share

Good job sir, thanks for sharing that. There is never too when it comes to useful code

avatar image
0

Answer by andrew-lukasik · Jul 05, 2014 at 12:24 PM

Informed by this method: http://answers.unity3d.com/questions/269760/ray-finding-out-x-and-z-coordinates-where-it-inter.html# (which removes need of raycasts against world geometry)

You can write it like this

 public Transform rotatedTransform;
 private Ray ray;
 private Plane yZeroPlane;
 private float rayDistanceToHit;
 Vector3 pointToLookAt;

 void Awake () {
     if (!rotatedTransform) rotatedTransform = transform;
     yZeroPlane = new Plane(Vector3.up, Vector3.zero);
 }

 void Update () {
     ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     if (yZeroPlane.Raycast(ray,out rayDistanceToHit)){
         pointToLookAt = ray.GetPoint(rayDistanceToHit);
         pointToLookAt.y = rotatedTransform.position.y;
         rotatedTransform.LookAt( pointToLookAt );//<< use this line for instant rotations
         //rotatedTransform.rotation = Quaternion.Slerp( rotatedTransform.rotation , Quaternion.LookRotation(pointToLookAt-rotatedTransform.position) , 2*Time.deltaTime );//<< use this line for smooth rotations (choose only one line from those two)
     }
 }

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Flip over an object (smooth transition) 3 Answers

C# GameObject Reverses Z Rotation 0 Answers

Change rotation axis when importing from Maya 2 Answers

C# Need Help Refining Ricochet Script 1 Answer

Character Rotation 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges