// Update is called once per frame void FixedUpdate() { players = GameObject.FindGameObjectsWithTag("Player"); numFirst = PlayerSelection.GetFirst(); //numFirst--; Debug.Log("Tamanho de scores:" + PlayerSelection.scores.Length + " NumFirst: " + numFirst); if (PlayerSelection.scores.Length > 0) { if (PlayerSelection.scores[numFirst] > pontuacaoLimitante) { //target = players[numFirst].transform; for (int i = 0; i < players.Length; i++) { //Debug.Log("player atual " + players[i].GetComponent<PlayerStatus>().name); if (players[i].GetComponent <PlayerStatus>().name == "P" + (numFirst + 1).ToString()) { target = players[i].transform; Debug.Log("first encontrado " + players[i].GetComponent <PlayerStatus>().name); } } //Código adaptado de https://forum.unity.com/threads/smooth-look-at.26141/ var targetRotation = Quaternion.LookRotation(target.position - rb.transform.position); // Smoothly rotate towards the target point. transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, velocidadeRotacao * Time.deltaTime); } } }