Problem with rotation and forward motion 2D Z-axis up

Hi all,

I am currrently working on a top down 2D game where the Z-axis is up. Everything is going great with setting up the grid etc, but I am having a few issues with the AI follow code. The rotation doesn’t seem to be working and due to this the forwardDir (see code below which is basically a slightly modified version of the core AIFollow code from the A* Pathfinding Project).

    public void Update () {
           
            if (path == null || pathIndex >= path.Length || pathIndex < 0 || !canMove) {
                return;
            }
           
            //Change target to the next waypoint if the current one is close enough
            Vector3 currentWaypoint = path[pathIndex];
            currentWaypoint.z = tr.position.z;
            while ((currentWaypoint - tr.position).sqrMagnitude < pickNextWaypointDistance*pickNextWaypointDistance) {
                pathIndex++;
                if (pathIndex >= path.Length) {
                    //Use a lower pickNextWaypointDistance for the last point. If it isn't that close, then decrement the pathIndex to the previous value and break the loop
                    if ((currentWaypoint - tr.position).sqrMagnitude < (pickNextWaypointDistance*targetReached)*(pickNextWaypointDistance*targetReached)) {
                        ReachedEndOfPath ();
                        return;
                    } else {
                        pathIndex--;
                        //Break the loop, otherwise it will try to check for the last point in an infinite loop
                        break;
                    }
                }
                currentWaypoint = path[pathIndex];
                currentWaypoint.z = tr.position.z;
            }
     
            Vector3 dir = currentWaypoint - tr.position;
           
            // Rotate towards the target
            tr.rotation = Quaternion.Slerp(tr.rotation, Quaternion.LookRotation(dir), rotationSpeed * Time.deltaTime);
            tr.eulerAngles = new Vector3(0, 0, tr.eulerAngles.z);
     
            //MinusRotatorGO.rotation = Quaternion.identity;
            Vector3 forwardDir = transform.forward;
            forwardDir = forwardDir * speed;
            forwardDir *= Mathf.Clamp01(Vector3.Dot(dir.normalized, tr.forward));
            forwardDir.z = 0;
     
            transform.Translate(forwardDir * Time.deltaTime, Space.World);
     
        }

I am guessing the problem is within the tr.rotation = Quaternion.Slerp line, but I can’t see how to correct it. I have tried amending the Quaternion.LookRotation(dir) part to an Atan2 call which I found elsewhere on the internet but that didn’t fix the issue.

Any pointers on a solution would be greatly received as I’m starting to pull out the hair now (and I don’t have too much left as it is!).

Kindest Regards,
Matt.

It’s hard to guess, but try to use second parameter in Quaternion.LookRotation to specify upwards direction - Unity - Scripting API: Quaternion.LookRotation
Hope it will help.
Best,
Andrey