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Question by npoguca · Sep 24, 2016 at 10:25 AM · rotationcharacterquaternionaxis

Quaternion.LookAt() without restricting manual rotation

I have to automatically rotate my character every fram according to position he's at using Quaternion.LookAt(). But at the same time I want to be able to rotate him around Z axis, which of course I can't since that value is denied by the LookAt() function. Of course, I can solve that problem using math but maybe there's a simpler way. I tried this

  Vector3 direction = planet.transform.position - body.transform.position;
         direction = new Vector3(direction.x, direction.y, this.transform.rotation.z);
         transform.rotation =  Quaternion.LookRotation(-direction);


But it didn't work out.

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Answer by Sergio7888 · Sep 24, 2016 at 11:57 AM

rotation.z is Quaternion z value not the z angle to get the z angle use rotation.eulerAngles.z.
rotation is a Quaternion and Quaternion are complex data with value x,y,z,w.

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Answer by npoguca · Sep 24, 2016 at 01:46 PM

the answer above made a good point. The solution to the whole problem looks like this

 Quaternion actualRotation;
         float yRot = 0;
         look.LookRotation(out actualRotation);
 
         Vector3 direction = planet.transform.position - body.transform.position;
         direction = new Vector3(-direction.x, -direction.y, actualRotation.eulerAngles.z);

transform.rotation = Quaternion.LookRotation(direction); transform.rotation = actualRotation;

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avatar image Bunny83 · Sep 24, 2016 at 02:21 PM 0
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This is hardly a solution. All your code is actually doing is this:

 Quaternion actualRotation;
 look.LookRotation(out actualRotation);
 transform.rotation = actualRotation;

Since we don't know what "look" actually is, it's not clear what you actually do. All the lines i omitted have no effect since you overwrite the rotation at the end with "actualRotation".

Apart from that your "direction" makes no sense. It's a direction vector, so using an angle as third component makes no sense.

btw: Quaternion.LookRotation has two parameters. If you omit the second it defaults to Vector3.up which will make the rotations y-axis to point upwards.

If you want the local z rotation to roughly keep it's previous direction you can use

 Vector3 direction = planet.transform.position - body.transform.position;
 transform.rotation = Quaternion.LookRotation(direction, transform.up); 

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