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Question by $$anonymous$$ · Oct 30, 2014 at 04:08 PM · lookat

Smooth look at on Y axis only

Hi guys, so Im trying to make a basic enemy AI, and Im using a kind of cone of vision. For that, I have a literal cone, set as a trigger, and I want to make it look towards the player when the player enters it. So far I've tried a few solutions, but its always messed up and just sent the cone in a completely random rotation. Here is my code so far-

 #pragma strict
 var SeenPlayer : boolean = false;
 var target : Transform;
 
 function Start () {
 
 }
 
 function Update () {
 if (SeenPlayer == true){
 //This is where I want it to look at the player 
 }
 
 
 }
 
 function OnTriggerStay (other : Collider){
 if (other.tag == "Player"){
 SeenPlayer = true;
 }
 }
 
 function OnTriggerExit (other : Collider){
 if (other.tag == "Player"){
 SeenPlayer = false;
 }
 }


In case it helps to know, by default my cone is 270, 315, 0.

Thanks guys

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Answer by robertbu · Oct 30, 2014 at 04:21 PM

I'm assuming 'target' is a reference to the player:

   var dir = target.position - transform.position;
   dir.y = 0.0;
   transform.Rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(dir), Time.time * speed);

'speed' is a variable you define and is measured in degrees per second.

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avatar image $$anonymous$$ · Oct 30, 2014 at 04:40 PM 0
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Im having the same issue as before, it must be something to do with the model or something, because this keeps happening, with every solution

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avatar image robertbu · Oct 30, 2014 at 06:12 PM 0
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Quaternion.LookRotation() depends on the front side of your object facing positive 'z' when the rotation is (0,0,0). Your 'model' looks like a built-in cube, so that means your view cone needs to be attached so that the point is attached to the positive 'z' side of the cube.

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