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Question by Aridez · Feb 16, 2014 at 01:11 AM · 2drotationmissiletransform.lookathoming

Creating a homing missile on 2D, problem with transform.lookat()

I'm trying to make a script for a homing missile, but the rotation when reaching 270 degrees seems to be messed up, my code (for testing purposes right now):

     void FixedUpdate () {
         transform.LookAt (trans.position); //face the target
         transform.rotation = new Quaternion(0,0,transform.rotation.z, transform.rotation.w); //x and y set to 0 since we want to rotate only the z axis
 }

But when the z axis reaches 270 degrees it just flips and faces the opposite direction, i dont know what else to try right now.

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Answer by robertbu · Feb 16, 2014 at 01:19 AM

Construct your sprite so that 'forward' is the right side. Then you can do:

 Vector3 dir = trans.position - transform.position;
 float angle = Mathf.Atan2(dir.y,dir.x) * Mathf.Rad2Deg;
 transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
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avatar image Aridez · Feb 16, 2014 at 01:32 AM 0
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Thanks! Works perfectly!

avatar image hawken · Mar 02, 2016 at 08:33 AM 0
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or if you don't fancy mutilating your sprites, just add -90

float angle = ($$anonymous$$athf.Atan2(dir.y,dir.x) * $$anonymous$$athf.Rad2Deg) -90;

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