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Question by ta2909i · Mar 31, 2015 at 09:54 AM · directionplanerolling

Need help getting "Directions"...

Hi all,

I seem lost and need help finding my "direction"(excuse the pun...).

So I have a Asset in 3D space (a plane) and it point towards the mouse. Very easy we have all seen the code for this (shown below) many times floating around a number of forums.

I want to have the plane roll as it turns, and I have tried so many different ways to get the angle that the plane is facing (i.e. the Y Rotation's direction). Sorry if this sounds like a nooby question... but I have tried all sorts of transform, trigonometrics, vector equations etc... without success...

The angle of yawn is not critical... I am going for a "toon" apperance, but the idea is that the plane's ange (Y-axis) is generated from 3D space so that it works with any control input from any platform.

I guess the next step will be to determine which direction (+/-) we are talking about and actually rolling the plane. I am sure I can sort this out. But any whizzes out there, if its simple for you, please feel free to save me some time in the future... unfortunately I cannot buy you guys a drink on the internet (but its the thought that counts... I guess)

Best,

T

Here is the all too familiar code for pointing at mouse direction:

 var speed = 4.0;
 var angle:float=0;
 var targetRotation;
 var plane:Transform;
 var test:float=50;
 var spot:Transform;
  
 function Update () {
 
     var playerPlane = new Plane(Vector3.up, transform.position);
  
     var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
  
     var hitdist = 0.0;
     if (playerPlane.Raycast (ray, hitdist)) {
 
         var targetPoint = ray.GetPoint(hitdist);
         
     spot.transform.position.z = targetPoint.z;
     spot.transform.position.x = targetPoint.x;
 
 
     Quaternion.Angle (Quaternion.LookRotation(targetPoint.position - transform.position),transform.rotation);
       
                
         targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
         transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime);
 
     }
 }



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