Calculate Vector3.z for transform.Rotate

Hi,

I have some problem with my game 2D. I need to my turret rotate faced to target, only in Z-axis. When i use LookAt or Quaternion.LookRotation i it always rotate wrong (becouse it’s calculate for 3D space i guess). Anyone have good solution for that? :slight_smile:

Sorry for my english.

You’ll probably want to figure out the angle first and then rotate around the desired axis for that amount of degrees (i used y)

 float angle = Vector3.Angle(myTransform.position, targetTransform.position);
 myTransform.Rotate(Vector3.up, angle);

Thank you dterbeest for answer!.

I try Your example. Actually rotates the axis of x but that angle was calculate wrong. I attached image from prototype.
1441165--77392--$Zrzut ekranu 2013-12-04 o 16.42.00.png