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Question by absameen · Jul 22, 2012 at 12:15 AM · axislookatlocalconstrain

Constrain LookAt to Local Axis

I've been using the following code to constrain LookAt to a specific axis:

 Vector3 lookAtPos = target;
 lookAtPos.y = obj.transform.position.y;  // constrain y axis
 obj.LookAt(lookAtPos);

This constrains to the global y axis. What I need to do is constrain to the local y axis that can be viewed with the local rotate handle. How is this possible?

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Answer by ScroodgeM · Jul 22, 2012 at 07:16 AM

Vector3 lookAtPos = target;
//first get a position relative to object
Vector3 lookAtPosLocalised = obj.InverseTransformPoint(target);
//offset it
lookAtPosLocalised.y = 0f; //replace zero with any offset needed
//convert localised position back
lookAtPos = obj.TransformPoint(lookAtPosLocalised);
obj.LookAt(lookAtPos);
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avatar image absameen · Jul 22, 2012 at 09:33 AM 0
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Edit: I seem to have figured it out, thanks for this.

avatar image ScroodgeM · Jul 22, 2012 at 10:14 AM 0
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please explain 'it behaves strangely'

avatar image absameen · Jul 22, 2012 at 10:45 AM 0
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sometimes the localized z point is not in-line with the local z-axis, it bounces all over the place. i will do some more investigating.

to clarify, i need this to work for all axis.

avatar image ScroodgeM · Jul 22, 2012 at 10:49 AM 0
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to be in-line with the local z-axis you should reset x and y components of vector.

i lost your first issue that you want to achieve 8)

avatar image absameen · Jul 22, 2012 at 10:57 AM 0
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which vector should have the x and y reset, lookAtPosLocalised?

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Answer by samcsss · Oct 28, 2013 at 01:20 AM

Wow, thanks. I've been searching for that answer for hours. ...I need to study math more :(

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