๋งˆ์šฐ์Šค ์œ„์น˜์— ๋”ฐ๋ผ ํšŒ์ „ํ•˜๋Š” ๊ธฐ๋Šฅ์ธ๋ฐ, ์˜ค๋ธŒ์ ํŠธ ์˜†๋ฉด, ์œ—๋ฉด์— ๋”ฐ๋ผ ํšŒ์ „ ๊ฒฐ๊ณผ๊ฐ€ย ๋‹ฌ๋ผ์ง

๋™์ผํ•œ ์ฝ”๋“œ์ธ๋ฐ ์™œ ์ด๋ ‡๊ฒŒ ์ฐจ์ด๊ฐ€ ๋‚˜๋Š”์ง€ ์ดํ•ด๊ฐ€ ์•ˆ๋˜๋Š”๋ฐ ์˜ˆ์ƒ๋˜๋Š” ๋ฌธ์ œ ์žˆ์œผ๋ฉด ์•Œ๋ ค์ฃผ๋ผ..


์•„๋ž˜๋Š” ๋‚ฎ์€ ๊ธฐ๋ณธ ํ๋ธŒ ์œ„์—์„œ ๋งˆ์šฐ์Šค ์œ„์น˜ ์ž…๋ ฅ ๋ฐ›์•„์„œ ํšŒ์ „ํ•˜๋Š” ๊ฑฐ์ž„


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์•„๋ž˜๋Š” ๋™์ผํ•œ ํ๋ธŒ๋ฅผ ๋†’์ด ์„ธ์›Œ์„œ ์˜†๋ฉด์œผ๋กœ ๋งˆ์šฐ์Šค ์ž…๋ ฅ ๋ฐ›์€ ๋ชจ์Šต์ž„

์œ„ ์ด๋ฏธ์ง€๋ž‘ ๋‹ค๋ฅด๊ฒŒ ํšŒ์ „์ด ์•ˆ๋จ..


๋งˆ์šฐ์Šค ์ž…๋ ฅ ๋กœ๊ทธ ๋ฐ›์•„๋ณด๋ฉด ์ •์ƒ์ ์œผ๋กœ ๋“ค์–ด์˜ค๋Š”๋ฐ, ํšŒ์ „ ๋ถ€๋ถ„์—์„œ ๋ง‰ํžˆ๋Š”๊ฑฐ๊ฐ™์• 

ํšŒ์ „์€ ๊ฐ„๋‹จํ•˜๊ฒŒ ์ด๋ ‡๊ฒŒ ํ–ˆ์Œ


ย  ย  ย  ย  ย  ย  Quaternion dir = Quaternion.LookRotation((inputManager.targetPos - transform.position).normalized);

ย  ย  ย  ย  ย  ย  dir.x = 0;

ย  ย  ย  ย  ย  ย  dir.z = 0;


ย  ย  ย  ย  ย  ย  transform.rotation = dir;



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