Rotating a BaseEntity?Solved
what am i missing seem to not be able to update the rotation the baseentity is always looking the same way no mater what i do.
                target.transform.position = Vector3.Lerp(target.transform.position, originPlayer.transform.position + originPlayer.eyes.HeadRay().direction * entDis + new 
Vector3(0, vertOffset, 0), UnityEngine.Time.deltaTime * 40f);
                target.transform.rotation = player.transform.rotation;
                target.transform.localEulerAngles = player.transform.localEulerAngles;​
Have you tried using target.SendNetworkUpdate() ?
yes.
so i got the rotation working using this but how do i make it so the entity does not go down when i look down?
just want the rotation.

               target.transform.position = Vector3.Lerp(target.transform.position, originPlayer.transform.position + new Vector3(entDis, vertOffset, 0), UnityEngine.Time.deltaTime * 40f);
                  target.transform.rotation = Quaternion.Lerp(target.transform.rotation, player.eyes.rotation, 2f * Time.deltaTime);

                target.transform.hasChanged = true;
                target.UpdateNetworkGroup();
                target.SendNetworkUpdateImmediate();​
player.transform.rotation is always zero.
You can use player.eyes.rotation, and maybe player.transform.localRotation
player.eyes.rotation works but it also moves the entity down and up when i look down and up and not just the rotation how can i fix that.

target.transform.rotation = Quaternion.Lerp(target.transform.rotation, player.eyes.rotation, 2f * Time.deltaTime);


Merged post

I got it Thanks.
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