JEAN! the way you and Alex help people on the forums is blowing my mind! You guys are gods.
I'm glad you had the time to respond to me. I've been on vacation, but back at it again now. I've read through all the forums and other post links that branched off of the one you gave me, but I think here's my biggest problem: I have no experience in Unity3d. When I see these scripts I get very intimidated. I'm never quite sure what to be adding them to, and then how to properly manipulate them.
All I need to figure out is how to store the mouse position into a variable, and then make a gameObject rotate to face that object constantly. I would then use, say "w" to thrust in the position the ship is facing. I couldn't figure out how you stored these coordinates with the package you linked me to. I've been at it all day!
I feel a bit embarrassed that there isn't another single person out there trying to figure out what I am... It makes me think it is sooooo basic that it is just looked over, yet I missed it.
ok, last thing, and from here on out any replies from me will be short and to the point, I swear.
I used "get mouse x" and "get mouse y" to store to variable "mouse x" and "mouse y" in an FSM on a empty game object called "mouse info"
Next I made a global variable called "mouse vector" and used "get vector3 XYZ" and input "mouse x" and "mouse y". Left z blank. This looked like a setup you had made.
I then went to my ship and tried all kinds of actions: look at, rotate to, set rotation, and even messed around with converting vector3 to angles. I used the global variable, "mouse vector" as the position to look at.
The best result I could come up with is a ship that rotates 15 degrees either way, but will not lock on to my mouse. It just slightly rotates back and forth a little bit
.
Is there really not a simple way to have an object face the mouse without using custom scripts?
I'll be trying to figure it out while I wait. If I get it, i'll post my solution. Thanks!