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Question by jbMcFly · Nov 06, 2018 at 02:58 AM · cameracharacter movementcombat

Camera interfering with character movement while locking on to enemy.

Hello, I did my research first and have a script to store enemies tagged enemy adjusted it to my needs using Quaternion rotation to target the enemy. I have two problems that I can not figure out, my camera keeps on look at the enemies feet and player is being effected by my camera movement. Things I have commented out are stuff that did not work for me in the past I keep it there for a reminder.

Video of this

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class debug : MonoBehaviour
 {
 
     public List<Transform> targets;
     public Transform selectedTarget;
     public string targetTag = "Enemy";
     private Transform myTransform;
 
     //Use this for initialization
     void Start()
     {
         targets = new List<Transform>();
         selectedTarget = null;
         myTransform = transform;
         AddAllEnemies();
     }
 
     public void AddAllEnemies()
     {
         GameObject[] go = GameObject.FindGameObjectsWithTag(targetTag);
         foreach (GameObject enemy in go)
         {
             AddTarget(enemy.transform);
         }
     }
 
     public void AddTarget(Transform enemy)
     {
         targets.Add(enemy);
     }
 
     /*private void SortTargetsByDistance()
     {
         targets.Sort(delegate (Transform t1, Transform t2) {
             return (Vector3.Distance(t1.position, myTransform.position).CompareTo)
                 (Vector3.Distance(t2.position, myTransform.position));
         });
     } */
     private void SortTargetsByDistance()
     {
         targets.RemoveAll(target => target == null);
         targets.Sort(delegate (Transform t1, Transform t2) 
         {
             return (Vector3.Distance(t1.position, myTransform.position).CompareTo)
                 (Vector3.Distance(t2.position, myTransform.position));
         });
     }
 
     private void TargetEnemy()
     {
         if (selectedTarget == null)
         {
             SortTargetsByDistance();
             selectedTarget = targets[0];
         }
         else
         {
             int index = targets.IndexOf(selectedTarget);
             if (index < targets.Count - 1)
             {
                 index++;
             }
             else
             {
                 index = 0;
             }
 
             selectedTarget = targets[index];
         }
     }
 
     //Update is called once per frame
     void Update()
     {
         /* if (Input.GetKeyUp(KeyCode.Tab))
         {
             TargetEnemy();
             transform.LookAt(selectedTarget);
         }
 
         if (selectedTarget != null)
         {
             transform.LookAt(selectedTarget);
         }
         
         if (Input.GetKeyUp(KeyCode.Q))
         {
             selectedTarget = null;
             return;
         }
         */
 
         if (Input.GetKeyUp(KeyCode.Tab))
         {
             TargetEnemy();
             //transform.LookAt(selectedTarget);;
         }
         // lockOn();
     }
 
     void LateUpdate()
     {
         lockOn();
     }
 
     void lockOn()
     {
 
         
         if (Input.GetKeyUp(KeyCode.Tab))
         {
             //does not work TargetEnemy();
 
             // this works but looks at feet transform.LookAt(selectedTarget);
 
             Vector3 relativePos = selectedTarget.position - transform.position;
             Vector3 myVector;
             myVector = new Vector3(0, 10, 0);
             // the second argument, upwards, defaults to Vector3.up
             Quaternion rotation = Quaternion.LookRotation(relativePos, myVector);
             transform.rotation = rotation;
         }
 
         if (selectedTarget != null)
         {
             // this works but looks at feet transform.LookAt(selectedTarget);
 
             Vector3 relativePos = selectedTarget.position - transform.position;
             Vector3 myVector;
             myVector = new Vector3(0, 10, 0);
             // the second argument, upwards, defaults to Vector3.up
             Quaternion rotation = Quaternion.LookRotation(relativePos, myVector);
             transform.rotation = rotation;
         }
 
         if (Input.GetKeyUp(KeyCode.Q))
         {
             selectedTarget = null;
 
             return;
         }
 
         
     }
 }


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Answer by jbMcFly · Nov 06, 2018 at 03:52 AM

This code below fixed the problem with staring at the enemies feet by making a vector3 called myVector and making it equal to new Vector3(0, 1.5f, 0); and adding that to the transform of selectedTarget. Hopefully someone can help me with my camera problem I believe it has to do with the fact that im using the Unity standard player controller and it is not passing the update how I want.

  void lockOn()
     {
 
         
         if (Input.GetKeyUp(KeyCode.Tab))
         {
             //does not work TargetEnemy();
 
             // this works but looks at feet transform.LookAt(selectedTarget);
             Vector3 myVector;
             myVector = new Vector3(0, 1.5f, 0);
             Vector3 relativePos = selectedTarget.position - transform.position + myVector;
             
             // the second argument, upwards, defaults to Vector3.up
             Quaternion rotation = Quaternion.LookRotation(relativePos, myVector);
             transform.rotation = rotation;
         }
 
         if (selectedTarget != null)
         {
             // this works but looks at feet transform.LookAt(selectedTarget);
 
             Vector3 myVector;
             myVector = new Vector3(0, 1.5f, 0);
             Vector3 relativePos = selectedTarget.position - transform.position + myVector;
 
             // the second argument, upwards, defaults to Vector3.up
             Quaternion rotation = Quaternion.LookRotation(relativePos, myVector);
             transform.rotation = rotation;
         }
 
         if (Input.GetKeyUp(KeyCode.Q))
         {
             selectedTarget = null;
 
             return;
         }
 
         
     }
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avatar image jbMcFly · Nov 06, 2018 at 04:08 AM 0
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$$anonymous$$y question now  is there a way of storing multiple enemy heights  while all under the tag enemy? and how would I call them?

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