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private float camDistanceXZ = 5f;
private float camDistanceY = 2.75f;
Vector3 hoverObjectPosition;
RaycastHit hit;
private void Update() {
var ray = camera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit)) {
if (hit.rigidbody) {
if (hit.normal.x == 1f || hit.normal.x == -1f || hit.normal.z == 1f || hit.normal.z == -1f) {
hoverObjectPosition.y = Mathf.Round(hoverObjectPosition.y);
} else if (hit.normal.y == 1f || hit.normal.y == -1f) {
hoverObjectPosition.y = Mathf.Round(hoverObjectPosition.y) - 0.5f;
}
hoverObjectPosition.x = Mathf.Round(hoverObjectPosition.x);
hoverObjectPosition.z = Mathf.Round(hoverObjectPosition.z);
hoverObject.transform.position = hoverObjectPosition;
Vector3 newCamPos = new Vector3(hoverObjectPosition.x + camDistanceXZ, hoverObjectPosition.y + camDistanceY, hoverObjectPosition.z + camDistanceXZ);
player.transform.position = newCamPos;
}
}
}
@iron wren here is my code
none of this influences the rotation directly
indeed, not related to the rotation directly.