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Question by SamRock · Oct 07, 2019 at 02:18 AM · rotationmouselook2.5dflashlight

Rotate Flashlight X Axis in Direction facing based on Mouse Input

Hi All,

I have a requirement where I need to Rotate my character's Flashlight up and down based on Mouse input. But it should only change the X axis Rotation in the direction he is facing. Here is a video showing my requirement: link t

I tried various code found online, but none seem to work for me :( Below is the last code I tried before giving up!

 private void MouseLook()
     {
         float rotationSpeed = 2.5f;
 
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         Quaternion targetRotation = Quaternion.LookRotation(ray.direction);
 
         //targetRotation.y = 0;
         //targetRotation.z = 0;
 
         Quaternion currentRotation = _FlashLight.transform.rotation;
         
         float angularDifference = Quaternion.Angle(currentRotation, targetRotation);
 
         Debug.Log(currentRotation);
         if (angularDifference > 0)
             _FlashLight.transform.rotation = Quaternion.Slerp(
                              currentRotation,
                              targetRotation,
                              (rotationSpeed * 180 * Time.deltaTime) / angularDifference
                         );
         else
             _FlashLight.transform.rotation = targetRotation;
 
 
 
         _FlashLightVolume.transform.rotation = _FlashLight.transform.rotation;
 
         /* Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); 
 
         RaycastHit hit;
         Vector3 lookP= new Vector3(0,0,0);
 
         if (Physics.Raycast(ray, out hit, Mathf.Infinity))
         {
             lookP = hit.point;
             //Angle between mouse and this object
             float angle = Vector3.Angle(transform.position, lookP);
             //lookP.z = transform.position.z;
             //lookPos = new Vector3(lookP.x, lookP.y, transform.position.z);
 
             
             _FlashLight.transform.rotation = Quaternion.Euler(new Vector3(angle, 0f, 0f));
             _FlashLightVolume.transform.rotation = _FlashLight.transform.rotation;
         }
 
         //Head.transform.position 
         
        //_FlashLight.transform.LookAt(lookPos);
         //_FlashLightVolume.transform.LookAt(lookPos);
 
         /*
         Vector3 directionToLook = lookP - transform.position;
         //float angle = Vector3.Angle(directionToLook, transform.forward);  //new Vector3(0, transform.forward.y, transform.forward.z));
         float angle = Vector3.Angle(directionToLook, transform.forward);  //new Vector3(0, transform.forward.y, transform.forward.z));
 
         
         if ((angle >=-30 && angle <= 24.0f))
         {
           //  lookPos = lookP;
             
         }
 
         */
 
 
     }

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