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Question by kubajs · Mar 27, 2020 at 01:55 AM · rotationeuleranglesquaternions

Keep rotation of not parented item carried by player relative to first person player camera

I have a player carrying item. I need to keep the rotation in sync with first person player camera when player rotating horizontaly and also vertically. I'm able to keep horizontal rotation relative to player (transform): first cache _rotation on item grab: _rotation = _carriedRigidbody.rotation.eulerAngles - transform.eulerAngles; then in update / fixed update add the stored rotation to the transform rotation: _carriedRigidbody.rotation = Quaternion.Euler(transform.eulerAngles + _rotation);

Problem is I want to keep vertical rotation in sync with player camera as well = when player looks upwards or downwards. Video how it behaves now. without any rotation restrictions (not desired):

https://www.youtube.com/watch?v=F_tmmyTw3cY

the item must keep the same horizontal and vertical angles with player's camera when player turning any direction.

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avatar image kubajs · Mar 29, 2020 at 10:14 PM 0
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Hey guys, I think I was able to fix all issues I had. For those interested here is related youtube video.

https://youtu.be/jYPDEhPiuWs

$$anonymous$$ore info in the description under the video.

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Answer by kubajs · Mar 29, 2020 at 04:18 PM

I finally figured it out. It's ridiculously easy when thinking about it in a different fashion :).

  • use grabpoint parented in the player's camera. This grabpoint of course keeps the relative position to the camera automatically

    • now on item grab initialize the grabpoint.rotation to the rotation of carried item (rigidbody.transform.rotation)

  • now in every frame set the rotation of the carried rigidbody to the rotation of the grab point. Pretty simple, isn't it?

    • carried object is still not parented to the player camera which was desired (keeps up with grabpoint by lerping rigidbody.velocity to the grabpoint position)

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