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Question by conguerror · Apr 29, 2020 at 03:28 PM · animationrotationanimatorassetzombie

ROTATION BUG ERROR?

The enemy is rotating when I come close to target object. Relevant snippets and screenshots: Apparently it happens here, whenever I try to chase object:

 private void Chase()
     {
             transform.LookAt(enemyOfenemy);
             animator.SetBool("isRunning", true);
             animator.SetBool("isWalking", false);
             animator.SetBool("Idle", false);
             nav.speed = runningSpeed;
             nav.isStopped = false;
             nav.SetDestination(enemyOfenemy.position);
             nav.destination = enemyOfenemy.position;
         
     }

Or Attack it:

 void StopOnAttack()
     {
         if (isOnSelectedDistanceToPlayer(attackDistance) && playerInSight)
         {
             animator.SetBool("isRunning", false);
             nav.isStopped = true;
             StartCoroutine("AttackAnim");
         }
         if (!isOnSelectedDistanceToPlayer(attackDistance) && playerInSight)
         {
             Chase();
         }
 
     }
     IEnumerator AttackAnim()
     {
         animator.SetTrigger("Attack");
 
         yield return new WaitForSeconds(timeBetweenAttacks);
         animator.ResetTrigger("Attack");
 
     }

Relevant screenshots: alt text

alt text

Assets that I used: https://assetstore.unity.com/packages/3d/characters/humanoids/zombie-30232

capture.png (124.9 kB)
attack-bug.png (96.7 kB)
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avatar image conguerror · Apr 29, 2020 at 03:30 PM 0
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I tried to freeze rotation in rigidbody

avatar image conguerror · Apr 29, 2020 at 03:46 PM 0
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Also I checked and unchecked root motion few times. Baked into pose as well (except running, it cause some other error)

avatar image conguerror · Apr 29, 2020 at 03:53 PM 0
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After a tilt he goes directly into object now:

$$anonymous$$odel is inside of cube

Cube also has collider

avatar image Masterio · Apr 29, 2020 at 06:33 PM 1
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transform.LookAt(enemyOfenemy); this line cause the problem you should use two axis x and z and keep y axis untouched.

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Answer by icehex · Apr 29, 2020 at 06:58 PM

Like @Masterio identified, your character is trying to face the center of the position of the rectangular object, so as it gets closer it's going to point up towards that center point. You need it to continue pointing in the correct x-z direction, but not rotate around the Y axis. So you have to zero out the Y axis. Try:

 transform.LookAt(Vector3.Scale(enemyOfenemy, new Vector3(1, 0, 1));

Vector3.Scale will multiply the two Vector3's element by element, so the resulting Vector3 that would be passed to transform.LookAt will be (enemyOfenemy.x, 0, enemyOfenemy.z).

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avatar image icehex · Apr 29, 2020 at 07:01 PM 0
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Just to clarify, you have to zero out whichever axis corresponds to the red coordinate arrow in your image*. In my Unity red is the X-axis, so the new Vector3 would be Vector3(0, 1, 1). I think that can be changed so zero out the axis that makes sense for your project.

avatar image conguerror · Apr 29, 2020 at 08:34 PM 0
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Thanks , I will try it out as soon as I can. Hopefully your answer is correct.

avatar image conguerror · Apr 29, 2020 at 08:57 PM 0
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Totally worked. $$anonymous$$uch obliged for that. Thanks again

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