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Question by meatcarnage · Oct 16, 2019 at 08:41 AM · rotationmovementcontrollerquaternioncontrols

Resident Evil 4 Style Aiming Window - Rotational Problem When Aiming

I am trying to create a Resident Evil 4 - Style "Aimbox window". I have made a lot of progress to my the current build of my game -- However my solution for Aiming my gun within bounds isn't working.

I want to move the gun independently of the body when in aiming mode, however, when I move the gun out of bounds (degrees based on the relative position fo the player) I want the entire body to move with the gun synchronously.

My current solution is overly complex. It is not usually my style to ask for help, but I really could use some. The game works with regular rotation, however, i really have my mind set on this feature.

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avatar image meatcarnage · Oct 16, 2019 at 08:55 AM 0
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NOTES:

  1. my current solution involves lots of if checks and Euler angles.

  2. for example I often add 360f to the right bound to make it so the gun is within bounds between left bound @ 350 degrees and right bound at 20 degrees -- I HAVE A LOT janky rotational fixes

  3. I have a rotational problem where the gun spins $$anonymous$$UCH faster outside the 'aimbox bounds' .... However localEulerAngles (of the child gun and parent body) say 50 degrees difference, when in actuality, they're 180 degrees apart

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Answer by meatcarnage · Oct 16, 2019 at 09:56 AM

Wow. fixed it in 3 lines and deleted some janky inefficient code:

             gun.transform.rotation = Quaternion.Euler(-rotationX, rotationY, 0);
 
             // If you move the lasersight out of bounds
             if (angleDiff > 50f)
             {
                 playerBodyPivotAim.transform.rotation = Quaternion.Lerp(playerBodyPivotAim.transform.rotation, gun.transform.rotation, bodyAimFollow);
             }
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