void Update() { this.pitchInput = Input.GetAxis("Mouse Y"); float angularVelocity = this.transform.parent.GetComponent <PlayerController> ().angularVelocity; transform.rotation *= Quaternion.AngleAxis(pitchInput * Time.deltaTime * angularVelocity, Vector3.right); //target display Vector3i target = GetTarget(false); if (target != null) { this.debugObject.transform.position = target.Floatify(); //TODO: OPTIMIZE!!!! Vector3i target2 = GetTarget(true); Vector3 finalTarget = target2.Subtract(target).Floatify(); //this.debugObject.transform.rotation = Quaternion.LookRotation(finalTarget); //this.debugObject.transform.rotation = Quaternion.Euler(target.floatify()); //Vector3 finalTarget2 = new Vector3(finalTarget.z, finalTarget.y, -finalTarget.x); //Vector3 finalTarget2 = new Vector3(0.2f, 0, 0); this.debugObject.transform.rotation = Quaternion.LookRotation(finalTarget); this.debugObject.SetActive(true); } else { this.debugObject.SetActive(false); } }