hi community
i’m absolutely new to Unity3d and c# as well.
currently i’m trying to create a little top down view game and run into one big issue, which i cannot solve by myself.
first i tried to move around a character (sprite) with WASD. succeeded.
then i added some kind of a “look at mouse” script. that’s working, too.
now, i want my camera to follow the character. fails!
i thought, i could easily make the mainCamera as a child of the sprite in the hierachy, but that causes my sprite to rotate around its z-axis constantly.
my guess is, that this results from the way, how i calculate the new rotation of the sprite.
using UnityEngine;
using System.Collections;
public class LookAtMouse : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
transform.rotation = Quaternion.LookRotation(Vector3.forward, mousePos - transform.position);
Debug.Log ( Input.mousePosition + " vs " + mousePos);
}
}
yes, that’s where i’m stuck now.
i think, there’s a way to solve it, if i could only figure out how.
maybe you could calculate the mousepointer’s position (in the world) using another way?
Thanks!