Rotate sprite towards mouse
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| // Rotate sprite/object towards mouse | |
| // Reference: http://johnstejskal.com/wp/rotating-objects-and-sprites-in-unity3d-using-cs-c/ | |
| // https://forum.unity3d.com/threads/how-to-detect-angle-from-one-object-to-another-in-2d.477510/ | |
| // Usage: Attach this script to sprite | |
| using UnityEngine; | |
| using System.Collections; | |
| public class RotateSpriteTowardsMouse : MonoBehaviour | |
| { | |
| private Camera cam; | |
| void Start () | |
| { | |
| cam = Camera.main; | |
| } | |
| void Update () | |
| { | |
| Vector3 mousePos = cam.ScreenToWorldPoint(Input.mousePosition); | |
| // rotate Y (green axis) towards mouse | |
| //transform.rotation = Quaternion.LookRotation(Vector3.forward, mousePos - transform.position); | |
| // rotate Y (green axis) away from mouse | |
| //transform.rotation = Quaternion.LookRotation(Vector3.forward, transform.position-mousePos); | |
| // rotate X (red axis) towards mouse | |
| Vector3 perpendicular = Vector3.Cross(transform.position-mousePos,Vector3.forward); | |
| transform.rotation = Quaternion.LookRotation(Vector3.forward, perpendicular); | |
| // rotate X (red axis) away from mouse | |
| //Vector3 perpendicular = Vector3.Cross(mousePos-transform.position,Vector3.forward); | |
| //transform.rotation = Quaternion.LookRotation(Vector3.forward, perpendicular); | |
| // using lookat | |
| // transform.LookAt(target.position, new Vector3(0, 0, -1)); | |
| } | |
| } |
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