Rotate plane towards global position?

Hey guys, how are you? :slight_smile:

Here’s the thing.
I have one plane inside my camera.
The thing is: when some event gets fired, I need to rotate the bottom part of that plane towards a random global position.

My game is a 3D game, but the plane behaves as HUD for when my player gets shot by another player. And the plane shows where the hit came from. So I have a semi-circle as texture and need that texture to “point” to where the shot came from.

I have NO idea how to do that…
Any help would be deeply appreciated. :slight_smile:
Let me know if you need anything from me in order to you guys help me.


var lookpoint:Vector3
var spinto = Quaternion.LookRotation(lookpoint - transform.position);

function Update () { 
    spinto = Quaternion.LookRotation(lookpoint - transform.position);
    transform.rotation = Quaternion.Lerp(transform.rotation, troopspin, Time.deltaTime * 20);

this should spin your plane to look at spinpoint if you attatch this to only the plane inside the camera.

else lookup the separate transform of the child plane through script if you want to spin it through the cameras script.

the plane should still follow the cameras position.