# Y Rotation mousecoords and object rotation

Hello,

Im kinda new to unity, but I was getting around fine untill I tried to rotate my character to the mouse. The code I made doesn't seem to do anything :/ The idea is that I take the center of my character and translate it to screen coords. Then I will do some math with the mouse coordinates and the character screen coordinates to get my rotation.

Though.. Nothing happens

Code: (target is the object that needs to be rotated accordingly)

``````var target : Transform;

function Update () {
var target_onscreen : Vector3 = camera.WorldToScreenPoint (target.position);
// viewport coordinates range from zero to one
var x=Screen.width*target_onscreen.x;
var y=Screen.height*target_onscreen.y;

target.transform.rotation.y=Mathf.Atan2 ( Input.mousePosition.y-y, Input.mousePosition.x-x ) * Mathf.Rad2Deg;
print (target.transform.rotation);
}

``````

Solved! Working code here:

``````var target : Transform;

function Update () {
var target_onscreen : Vector3 = camera.WorldToScreenPoint (target.position);
var x; x = target_onscreen.x;
var y; y = target_onscreen.y;

target.transform.eulerAngles=Vector3(0,Mathf.Atan2 ( Input.mousePosition.y-y, Input.mousePosition.x-x ) * Mathf.Rad2Deg,0);

}

``````

Why are you multiplying the screen coordinates by the screen dimensions? Your comment indicates that maybe you're expecting target_onscreen to be in normalized viewport coordinates, but WorldToScreenPoint() returns coordinates in screen space.

Also, Transform.rotation is a quaternion, not a set of Euler angles, so this line of code:

``````target.transform.rotation.y=Mathf.Atan2 (...) * Mathf.Rad2Deg;

``````

Doesn't do anything meaningful. If you want to set the y rotation angle directly, assign to transform.eulerAngles.y instead.