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This question was closed Mar 29 at 07:28 PM by Tomat_05 for the following reason:

Decided to go with a completely different system of movement and pathfinding

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Question by Tomat_05 · Mar 29 at 10:12 AM · 2drotationnavmeshagent2d sprites

How do I get my Ai agent to rotate properly according to the direction of its movement?

I am using NavMeshPlus (https://github.com/h8man/NavMeshPlus) to make an ai 'patrol' from one 'checkpoint' to another (target01 and target02) and back on a 2D, top-down map. The actual movement from one to the other works fine, however I need it to rotate towards the direction it is moving. The problem I am having is that, after hours of trying different approaches, I can't seem to get the sprite to rotate about the z-axis, but for some reason can get it to rotate 90 degrees on the y axis (so that it is perpendicular to the background), and rotate on the x axis based on it's direction of movement. I'm aware this is probably a trivial issue but as someone with little experience in both unity and C# it has me completely stumped.

Attached is my current code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class RoweBotMovement : MonoBehaviour
 {
     [SerializeField] Transform target01;
     [SerializeField] Transform target02;
     //ignore //[SerializeField] Transform playerLastSeen;
     Transform currentTarget;
 
     [SerializeField] float currentWaitTime;
 
     //true = target01, false = target02
     bool whichTarget;
 
     NavMeshAgent agent;
 
     void Start()
     {
         //Setup stuff of AI (stops it going mental)
         agent = GetComponent<NavMeshAgent>();
         agent.updateRotation = false;
         agent.updateUpAxis = false;
         //
 
         currentTarget = target01;
         StartCoroutine(SetAiTarget());
     }
 
     void Update()
     {
         //if agent reaches its target, change to the other target
         float remaining = agent.remainingDistance;
         if (remaining <= 0f)
         {
             whichTarget = !whichTarget;
             switch (whichTarget)
             {
                 case true:
                     currentTarget = target02;
                     break;
                 default:
                     currentTarget = target01;
                     break;
             }
             StartCoroutine(SetAiTarget());
         }
     }
 
     //set target of RoweBotTM + wait for certain time at each checkpoint
     public IEnumerator SetAiTarget()
     {
         yield return new WaitForSeconds(currentWaitTime);
         agent.SetDestination(currentTarget.position);
     }
 }
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