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Question by degrees · Jul 23, 2016 at 12:19 AM · c#rotation

[VR] Make a bow follow the 'holding object' AND look at the 'string pulling hand'

Right now I have the bow's location parented to the holding controller and I'm using this:

bowobject.transform.rotation = Quaternion.LookRotation((holdingController.transform.position - mimic.transform.position));

to make the bow rotate with the nocking controller.

Since I'm inexperienced with Quaternions I don't know why but the bow always stays in a perfectly straight upwards angle as seen in this short devlog here: https://www.youtube.com/watch?v=E3uQOm_YPa8

I want to make it so that the bow rotates with the holding controller but still adjusts it's rotation according to the nocking controller's position.

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Answer by degrees · Jul 23, 2016 at 12:57 AM

Probably posted this question a little too early. I did some more research on Quaternion.LookRotation and realized that you can specify an upward vector. After I assigned the holding controller's upward vector to the upward 'slot' it worked 100% exactly like I wanted it to.

controllerUP = rotController.transform.TransformDirection(Vector3.forward);

bowobject.transform.rotation = Quaternion.LookRotation(rotController.transform.position - mimic.transform.position, controllerUP);

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