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Question by antonsimmerle · Mar 30 at 04:35 PM · rotationlookatsmoothdamplookatmouse

Look At with SmoothDamp

Hey guys, I want to use this "PlayerLookToMouse" script with a smoothDamp function, so it the player has a slight delay when rotating to the mouse.

Here's the script:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class LookToMouse : MonoBehaviour { public Camera aremac; public LayerMask hitMask; // define this in the inspector! remember that checkmarks mean layers to hit public float rayRange = float.MaxValue; // making this a public field is optional, but the value is needed for the Raycast call

 void Start()
 {
     //Cursor.lockState = CursorLockMode.Locked;
 }

 void FixedUpdate()
 {
     RaycastHit hit;
     Ray ray = aremac.ScreenPointToRay(Input.mousePosition);

     if (Physics.Raycast(ray, out hit, rayRange, hitMask))
     {
         transform.LookAt(new Vector3(hit.point.x, transform.position.y, hit.point.z)); // Do something with the object that was hit by the raycast.
     }
 }

}

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Answer by qsp18 · Mar 30 at 05:32 PM

You can save all desired values in a list. And invoke applying a value from this list a secound later. Instead of applying it to Camera.main rotation use it for your raycast Here is an example:

List rotations = new List();

void SetRotation(Vector3 rotation) { rotations.Add(rotation); Invoke("Rotate", 1); }

void Rotate() { Camera.main.transform.eulerAngles = rotations[0]; rotations.RemoveAt(0); }

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avatar image qsp18 · Mar 30 at 05:34 PM 0
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This will delay all rotations to one secound

avatar image antonsimmerle · Mar 30 at 06:01 PM 0
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I don't rally want it to be an delay, but to be an acceleration

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