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Question by Tyronn · Sep 22, 2019 at 04:35 PM · locklockon

Running into Target lock-on script problem.

So I've made a lock on to target script but I have a problem with constraining the pitch because of Quaternion.LookRotation.

For some reason Quaternion.LookRotation doesn't seem to rotate from the relative rotation, so as you can see in the video the rotation numbers (pitch) doesn't fall in the constraint. Does anyone have any ideas on how to fix this? Cheers.

Video

     using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
 
     public class CameraController : MonoBehaviour
     {
         [Header("Dependencies")]
         public PlayerBase playerBase;
 
         [Header("Camera Settings")]
         public float mouseSensitivity = 5f;
         public float yaw, pitch;
 
         Vector2 pitchMinMax = new Vector2(-40, 85);
 
         public Vector3 currentRotation;
         public Transform PlayerTarget;
 
         public bool UseMinMax;
 
         private void Start()
         {
             Cursor.lockState = CursorLockMode.Locked;
             Cursor.visible = true;
         }
 
         // Update is called once per frame
         void Update()
         {
             //set pos
             transform.position = playerBase.transform.position + new Vector3(0f, 1.75f, 0);
 
 
             if (PlayerTarget != null)
             {
                 transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(PlayerTarget.transform.position - transform.position), 5f * Time.deltaTime);
                 pitch = transform.localEulerAngles.x;
                 yaw = transform.localEulerAngles.y;
 
             }
             else if (PlayerTarget == null)
             {
 
                 yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
                 pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
 
                 if(UseMinMax)
                     pitch = Mathf.Clamp(pitch, pitchMinMax.x, pitchMinMax.y);
 
                 currentRotation.y = yaw;
                 currentRotation.x = pitch;
 
                 transform.localEulerAngles = currentRotation;
             }
 
 
 
         }
     }


Video

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