What I want to set up is that I have a sphere continuously rotating in place toward a non-moving object. What I’m striving for is to have the player control the rotation of the sphere with arrow keys, but no matter which orientation the sphere is at, it will still continuously rotate toward the non-moving object.
Stuff I can find on this matter is mostly if you want the rotating object to move its position, or if you want a side of an object to aim towards another.
I hope this makes sense. I’m pretty stuck. Any ideas?
What I think you are saying: So you are going to have the users input fight with the sphere’s attempt to point at another object. The critical lines of code might be:
var q = Quaternion.LookRotation(target);
transform.rotation = Quaternion.RotateTowards(transform.rotation, q, speed * Time.deltaTime);
This code will attempt to force the object to look at the ‘target’. If the user rotation is bigger than ‘speed * Time.deltaTime’, then the User’s input will win. If the user stops inputting rotation commands, the object will rotate so that it’s forward looks at the ‘target’.