//Mimic.cs Physics.Raycast(newLegPosition + Vector3.up * 2f, Vector3.down, out hit, float.MaxValue, layerMask); if (Physics.Linecast(transform.position, hit.point, out hit, layerMask)) myHit = hit.point; //Leg.cs Physics.Raycast(footPosition + Vector3.up * 2f + new Vector3(footOffset.x, 0, footOffset.y), -Vector3.up, out hit, float.MaxValue, myMimic.layerMask);
Vector3 directionToPlayer = (targetTransform.position - transform.position).normalized; Quaternion lookRotation = Quaternion.LookRotation(directionToPlayer); transform.rotation = lookRotation;
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