#look_at facing the opposite direction

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signal flint
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Hello ! I've been trying to reuse the code of the 3D tutorial on a personal project (for training purpose). I kept godot's default inputs instead of re-creating my owns.
So I have an object "player" with a "pivot" node containing my 3D object. My script is more or less the tutorial's one, except than I did not take the "jump" or "killing monsters" part. I imported my player scene in a "main" scene. But when I move the character, even though he goes to the right direction, he faces the opposite direction. (I'll add a video as an answer, I don't know how to do it otherwise).
I am sure that I am missing some basic stuff... But which one ?

brazen barn
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Spin your character around 180 degrees

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Godot considers -z to be forwards. So your character is facing backwards (his back is considered his front)

tawny flint
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the model is likely whats facing backwards, not look_at()

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try rotating it 180 degrees

signal flint
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It does the trick, thank you ! :D I am still a bit confused. I was making sure that the pivot and the model were facing me when I hit 1 on the numpad to go into "front" view. But front view != actual front, that's right ?
If I want to make sure that my other models are facing the right direction in the future, do I have to rotate them every time, or is there something else that I have to change on a more global setting ?

south path
signal flint
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thank you a lot for the explanation ! :D (I don't know how to mark a question as "it's ok now")

south path
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You can add the "Solved" flair where you added "3D" and "Godot4".