# Help with 2D gun rotation.

I need help with a script. For my 2dish game where the end of the black pole “gun” next to the player rotates 360 degrees and the end follows your mouse… your mouse is the way it aims so if you have your mouse near the top of the screen the gun end away from the play will be pointing towards the mouse cursor while the end of the gun near the play is just rotating… hard to explain. So yeahhh can anyone make a script to help? or give suggestions!

Preview of the game just to show you what i mean and how it looks. And having trouble so the player cant move off the edge >:(.

Ummm…I think you can use Unity - Scripting API: Transform.LookAt but just make sure that the Z axis is zero. And make it use a raycast to find the mous position

i need this script so that it follows the x and z and not y… O.o

// LookAtMouse will cause an object to rotate toward the cursor, along the y axis.
//
// To use, drop on an object that should always look toward the mouse cursor.
// Change the speed value to alter how quickly the object rotates toward the mouse.

// speed is the rate at which the object will rotate
var speed = 4.0;

function Update () {
// Generate a plane that intersects the transform’s position with an upwards normal.
var playerPlane = new Plane(Vector3.up, transform.position);

// Generate a ray from the cursor position
var ray = Camera.main.ScreenPointToRay (Input.mousePosition);

// Determine the point where the cursor ray intersects the plane.
// This will be the point that the object must look towards to be looking at the mouse.
// Raycasting to a Plane object only gives us a distance, so we’ll have to take the distance,
// then find the point along that ray that meets that distance. This will be the point
// to look at.
var hitdist = 0.0;
// If the ray is parallel to the plane, Raycast will return false.
if (playerPlane.Raycast (ray, hitdist)) {
// Get the point along the ray that hits the calculated distance.
var targetPoint = ray.GetPoint(hitdist);

// Determine the target rotation. This is the rotation if the transform looks at the target point.
var targetRotation = Quaternion.LookRotation(targetPoint - transform.position);

// Smoothly rotate towards the target point.
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime);
}
}