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Question by kaliban · Jun 02, 2013 at 03:33 PM · cameramousepositionplane

MousePosition input problem after rotating object.

I have this script:

  public Camera MainCamera;
     void Update()
         {
             towerRotation();
         }
         void towerRotation()
         {
     
             Vector3 frontofplane;
             Vector3 ff2p;
             
             frontofplane=transform.localPosition+ transform.forward;
             ff2p=frontofplane + transform.right*2;
             
             
             Plane playerPlane = new Plane(frontofplane,ff2p);
         
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             Debug.DrawRay (ray.origin, ray.direction * 10, Color.yellow);
             
             
             float hitdist = 0.0f;
     
             if (playerPlane.Raycast(ray, out hitdist))
             {
                 
                 Vector3 targetPoint = ray.GetPoint(hitdist);
     
              
                 Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
     
                 
                 transform.localRotation = Quaternion.Slerp(transform.rotation, targetRotation, 5 * Time.time);
             }

It works well if the object(to which one this script is attached) is not rotated.

But if I rotate that object - this script goes crazy.

If I rotate object for 180, mousePosition input is inversed :(

How to make this script rotation independant?

I see an opportunity to make static plane, which would rotate with main object, but I dont know how to make it yet...

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