



Reply From: 
dustin 
You’ll need a little math for that.
so first you’ll get the difference of the 2d vectors of the objects (x and y for example)
then, you need to get the arc tangent of the value you got previously
it would look something like this:
var a = Vector2(200, 600)
var b = Vector2(300, 100)
func getangle():
var diff = Vector2(a.x  b.x,a.y  b.y) #or can just be a  b but can be bothered to check
return atan(diff.y,diff.x) #return angle in radians. use radtodeg() if you want the angle in degrees.
the vectors used will be the axis that isnt the axis of rotation. example:
getting y rotation using x and z vectors from both objects.
after that, set the bodies rotation.someaxis to getangle!
So in this case I need to get the global_transform.origin.x and global_transform.origin.z of the nodes I want, is this it? With a being the target node position and b being the node position itself?
I had to use atan2 cause atan only asked for 1 argument, but it doesn’t rotate right still.
Code:
var a = Vector2(locked_on_enemy.get_global_transform().origin.x, locked_on_enemy.get_global_transform().origin.z)
var b = Vector2(global_transform.origin.x, global_transform.origin.z)
rotation.y = getangle(a, b)
func getangle(a: Vector2, b: Vector2):
var diff = Vector2(a.x  b.x,a.y  b.y) #or can just be a  b but can be bothered to check
return atan2(diff.y,diff.x) #return angle in radians. use radtodeg() if you want the angle in degrees.
yeah! that should work. be sure to actually set the rotation of the object.
dustin  20200622 05:08
umm he was asking for 3D not 2D is it gonna work for 3D too?