‘’’
void Update()
{
Vector3 difference = Camera.main.ScreenToWorldPoint(Input.mousePosition);
float RotateZ = Mathf.Atan2(difference.x, difference.y) / 0.01744444444f;
transform.rotation = Quaternion.Euler(0f,0f,RotateZ);
}
‘’’
here is the code i was trying to force to work as i needed it to work, but i failed, I think it’s bcs my object(arm) consists of two parts: the part along the axis of which arm will rotate and the part that i want to follow the cursor. So i need help about how to make it work. Here is the screens of how it works now.
- cursor is ALWAYS right to the axis of the arm
2)axis is in an empty object
-
the part of the arm that i want to point at the cursor(and the axis of the arm itself)
i hope someone will help with the problem