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How do I get a game object to follow camera rotation / transform.LookAt does not make my game object rotate
I am trying to get a game object (the arms of the player) to rotate so it looks up with the camera when aiming down sights. I have tried two things, one is at the bottom of the code.
[SerializeField] Transform theCenter = null;
public float adsSensitivity = 22f;
public float mouseSensitivity = 1.8f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per fram
void Update()
{
if (Input.GetButton("RMBKey-Aim"))
transform.LookAt(theCenter);
}
void FixedUpdate()
{
}
//protected void rotateTowards(Vector3 to)
//{
// Quaternion _lookRotation =
//Quaternion.LookRotation((to - transform.position).normalized);
//over time
//if (Input.GetButton("RMBKey-Aim"))
// {
// transform.rotation =
// Quaternion.Slerp(transform.rotation, _lookRotation, Time.deltaTime * (adsSensitivity / 10 / 2));
// }
// else
// {
// transform.rotation =
//Quaternion.Slerp(transform.rotation, _lookRotation, Time.deltaTime * mouseSensitivity);
//}
//instant
//transform.rotation = _lookRotation;
//}
RMB Key is the right mouse button, I have this for the aiming animation.
When ai$$anonymous$$g the speed of it will be by adsSensitivity, although adsSensitivity is divided by 10, then divided by two. Therefore adsSensitivity would actually be 1.1, I have this so that adsSensitivity seems like a bigger value than mouseSensitivity in the settings of the game.
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