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Question by Creeper_Math · Jan 19, 2017 at 07:49 PM · c#quaternionrotatetowards

Quaternion.RotateTowards wierd issues

I have a script for a turret to rotate so it is facing a position, called "Target". I don't know how to explain what is happening, so below is the video of what's going on with my turret.

Video (Google Photos) - Sorry for the music forgot to turn it off :P

I have it so the turret's target should always be the red "target indicator" that I have on there, and the turret is only making a 180 degree rotation clockwise and nothing else.. Here's the rotating script

 GameObject LookAtCalculations = transform.Find("TurretRotating").gameObject;
 
         LookAtCalculations.transform.position = transform.position;
         LookAtCalculations.transform.LookAt(TargetPosition, Vector3.up);
         Quaternion GoalRotation = LookAtCalculations.transform.rotation;
         GoalRotation.x = 0;
         GoalRotation.z = 0;
         GoalRotation.w = 0;
 
         transform.rotation = Quaternion.RotateTowards(transform.rotation, GoalRotation, TurretSpeed * Time.deltaTime);

I have no idea what's happening and how to make the turret simply look at the target, or where the player is aiming, so any and all help appreciated.

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Answer by SunnyChow · Jan 20, 2017 at 03:21 AM

 Vector3 lookDir = TargetPosition - transform.position;
 lookDir.y = 0;
 Quaternion GoalRotation = Quaternion.LookRotation (lookDir);

Don't directly set the value of a Quaternion unless you are really good at math

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avatar image Bunny83 · Jan 20, 2017 at 05:21 AM 1
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Right ^^. As always for reference i link this video. After watching it you should either understand quaternions or you better not tinker with it's components ^^.

avatar image Creeper_Math · Jan 22, 2017 at 06:58 PM 0
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Thanks! I should probably change them over to euler angles before I edit them.

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