if(Input.GetAxis("Horizontal") > 0){
var relativePos = target.position.z - transform.position.z;
var rotation = Quaternion.LookRotation(relativePos);
transform.rotation = rotation;
}
if(Input.GetAxis("Horizontal") < 0){
var relativePos2 = target2.position.z - transform.position.z;
var rotation2 = Quaternion.LookRotation(relativePos2);
transform.rotation = rotation2;
}
Thanks for the help.
Looking into the reference for Quaternion.LookRotation you can see that it either takes one or two Vector3’s.
You try to call it with a single float which is not supported.
Also, try using “#pragma strict” with UnityScript.