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Question by PlatPlayz · Feb 17, 2018 at 01:51 PM · rotationinstantiateraycasttransform

Make rotation of two objects match in Unity3D

Hello, I've been trying to make an object rotate with a second one, so their rotations would match. I am instantiating the second object with Raycast and when it gets instantiated, it's rotation is by bigger than the first object's by 3 units. Is there a way to fix that?

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Answer by JoeDarido · Feb 19, 2018 at 06:50 AM

I can see two solutions for that: 1- Instantiate it as a child of the first object, the rotations will be the same and you wont need a code to do the rotation match. 2- The initial rotation of the instantiated object should be the same as the first rotating object, I'm guessing they are starting with a difference of 3 units which is generating your problem

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avatar image PlatPlayz · Feb 19, 2018 at 07:16 AM 0
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But I am using object1.transform.rotation = object2.transform.rotation , but it doesn't work. Could it be because of a small delay of the Raycast?

avatar image JoeDarido · Feb 19, 2018 at 07:23 AM 0
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No, the raycast delay (if there's one) is compensated by the update function repeating this sentence of code. The Global Rotations are kept the same but I think it's the local rotation that's making this 3 units difference. Check the instantiated prefab's initial rotation, I think that's what's making the problem.

avatar image JoeDarido · Feb 19, 2018 at 07:32 AM 0
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or simply, ins$$anonymous$$d of using Quaterniun.Identity in the instantiation line, use transform.rotation this should override the initial local rotation of the prefab you're using

avatar image PlatPlayz JoeDarido · Feb 19, 2018 at 02:03 PM 0
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I've tried this, but still no luck. The prefab's rotation is all 0.

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