How To Do Look At Scripts

So I’m making good progress on my game, but I have a line of code that’s causing me issues:

   ArgoMovement bship = GetComponent<ArgoMovement>();
        if (aim == true)
        {
            if (bship != null)
            {
                transform.LookAt(bship);
                direction = (transform.localRotation * Vector2.right).normalized;
            }
        }
        else
        {
            direction = (transform.localRotation * Vector2.right).normalized;
        }

This is meant to make the object look at the player constantly, but when I save, it gives me an error saying “Cannot convert from ‘ArgoMovement’ to ‘UnityEngine.Transform’.”

I understand the error in question, but should I change the LookAt variable to make it work with the ArgoMovement script?

Some help to fix “Cannot implicitly convert type ‘Xxxxx’ into ‘Yyyy’:”

http://plbm.com/?p=263

Are you looking perhaps for the .transform property on bship?

Yeah, that was my though process. I was trying to make it so the object would always point towards “bship” without having to parent it ingame, but ArgoMovement in question doesn’t seem to have a transform variable to access.

Also, I’m not exactly sure if using the transform.LookAt function is what I should do to make the object always point at bship.

It does. It must be derived from a Component to be used by GetComponent(), and Component guarantees it has a .transform

Something else must be hindering your compile. Fix any other errors first.

Alright, so I think I know what it is now. It might be the “LookAt” that’s causing me issues.

So I’m following this tutorial here (1) , and the concept I have is that the gun enemies are meant to follow the ball as it travels up and down.

However, this is what I’ve got right now. Not only is the ball rotating from left to right instead of up and down, but the gun and bullets are going in completely random directions.

Is there a fix for this I don’t know about?

Sounds like you’re providing incorrect input to your directions. Here’s how to verify:

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3