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Question by ReginTheSmith · May 12 at 04:56 PM · rotationaiquaternionplanetspherical

How to get an enemy to face me on a spherical word

Recently ive been making a solar system space game with spherical planets and decided I wanted to add enemies, alt text

so after looking online and some trial and error got this script ```

 public float walkSpeed = 8;

 public Rigidbody rb;

 public Transform target;

 Vector3 moveAmount;

 float dist;

 public float visionRadius = 10;

 // Update is called once per frame
 void Update()
 {
     dist = Vector3.Distance(transform.position, target.position);
     if (dist <= visionRadius)
     {
         Vector3 movementDir = (target.transform.position - transform.position).normalized;
         moveAmount = movementDir * walkSpeed;
     }
 }

 void Move()
 {
     if (dist <= visionRadius)
     {
         rb.MovePosition(transform.position + moveAmount * Time.fixedDeltaTime);
         FaceTarget();
     }
         
 }

 private void FixedUpdate()
 {
     Move();
 }

 void FaceTarget()
 {
     Vector3 direction = (target.position - transform.position).normalized;
     Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x, 0, direction.z));
     transform.localRotation = lookRotation;
 }


```

which gets it to follow the player but I was wondering how to get it to face the player at the same time

the face target function and the built-in lookat function came with some weird results alt text

does anyone know what the math would be to get it to face me?

screen-shot-2022-05-12-at-103328-am.png (105.3 kB)
screen-shot-2022-05-12-at-105443-am.png (78.5 kB)
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