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Question by ahadi71 · Sep 14, 2020 at 07:59 AM · lookatlookrotation

How to stop LookRotation() spinning problem?

Hello my friends. Lets Assume I have 2 game objects ( obj 1 and obj 2). I want to local 'Y' axis of obj 2 is in the direction of obj 1. So i write a following code in a update function of my script:

 Vector3 dir = obj1.transform.position - obj2.transform.position;
 Quaternion holderRotation = Quaternion.LookRotation(obj2.transform.right, dir);
 obj2.rotation = holderRotation;

And to be honest its kinda working! but the problem is game object 2 begins to spin around its local 'Y' axis. Does any one can help me how can I stop this spinning? sorry about bad english btw.

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Answer by WarmedxMints · Sep 14, 2020 at 10:36 AM

What I would do if I only wanted to rotate on the Y-axis is reset the Y value of the vectors to zero so only the X and Z positions are taken into account when calculating the rotation.


I would do something like this;

 public class FaceObject : MonoBehaviour
 {
     //Populate in Inspector
     public Transform ObjToRotate;
     //Populate in Inspector
     public Transform ObjToFace;
 
     private void Update()
     {
         var rot = RotateToFaceObject(ObjToRotate, ObjToFace);
 
         ObjToRotate.rotation = rot;
     }
 
     private Quaternion RotateToFaceObject(Transform objToRotate, Transform objToFace)
     {
         var obj1Pos = objToRotate.position;
         //Reset Y Pos so we only rotate on Y Axis
         obj1Pos.y = 0f;
 
         var obj2Pos = objToFace.position;
         //Reset Y Pos
         obj2Pos.y = 0f;
 
         //Get vector direction
         var direction = obj2Pos - obj1Pos;
         //Calc rotation
         var rot = Quaternion.LookRotation(direction);
 
         return rot;
     }
 }
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