In the image above
In the code below, orientation
is a vector that's representing the normal of the terrain, so that the spider gets aligned to it:
Vector3 orientation = GetTerrainNormal();
Quaternion rotationNeeded = Quaternion.FromToRotation(Vector3.up, orientation);
transform.rotation = Quaternion.RotateTowards(
transform.rotation,
rotationNeeded,
RotationSpeed * Time.deltaTime
);
My issue is that I cannot manage to make the spider face its target... When I add any code that would make it rotate towards it, then it's not aligned with the terrain's normals anymore, it says straight...
So basically, how can I make the spider rotate on the Y world axis (I think), while still then being rotated to match the slope?
In case it helps someone else, here's the full answer:
Vector3 orientation = GetTerrainNormal();
Vector3 directionToTarget = (target.position - transform.position).Y(0);
float d = Vector3.Dot(directionToTarget, orientation);
directionToTarget -= d * orientation;
if (directionToTarget.sqrMagnitude > 0.00001f) {
directionToTarget.Normalize();
Quaternion rotationNeeded = Quaternion.LookRotation(directionToTarget, orientation);
transform.rotation = Quaternion.RotateTowards(
transform.rotation,
rotationNeeded,
xRotationSpeed * Time.deltaTime
);
}
This answer on the unity forums was extremely helpful: https://forum.unity.com/threads/look-at-object-while-aligned-to-surface.515743/
Try this
Vector3 directionToTarget = target.transform.position - transform.position;
Quaternion rotationNeeded = Quaternion.LookRotation(directionToTarget, orientation);