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Question by kzaurckichz · Dec 29, 2014 at 10:42 AM · vector3gravityvectorquaternions

Need very specific help with Quaternions

I need to make a character to always stand up against an artificial Gravity Vector.

The artificial gravity source can be anywhere and any angle/vector.

When I am inside the trigger collider of the gravity source, I want my character to slowly "stand up", meaning its feet pointing towards the floor, even if not touching, while keeping its rotation around its local Y axis to keep looking approximately in the same direction.

I have a script attached to my character gameObject.

By now I achieved to make the character to stand up against the global Vector3.up, I simply need help with doing it against a specific vector.

Here's the part of this script I need help with :

 Vector3 gravityVector = artificialGravitySource.transform.up; // unused for now...
 
 Quaternion startRotation = transform.rotation;
 Quaternion endRotation = new Quaternion (0, transform.rotation.y, 0, transform.rotation.w);
 transform.rotation = Quaternion.RotateTowards(startRotation, endRotation, 100 * Time.deltaTime);
 

I need to set my endRotation according to gravityVector, keeping my local y rotation.

Thank you for your help.

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Answer by Inok · Dec 29, 2014 at 12:31 PM

if I understood your question correctly then try this: Quaternion endRotation = Quaternion.Euler(gravityVector.x, transform.rotation.y, gravityVector.z);. Look at this for clear understanding Quaternion.Euler Hope it will be useful.

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avatar image kzaurckichz · Dec 29, 2014 at 08:28 PM 0
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Sorry, it does not work for me. It rotates on all 3 axis and always goes back to a certain Y axis.

I don't want it to rotate at all on the Y axis.

avatar image Glurth · Dec 29, 2014 at 09:10 PM 0
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The Quaternion.Euler function takes ANGLES (in degrees), not vector coordinates, as parameters.

avatar image kzaurckichz · Dec 29, 2014 at 09:24 PM 0
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How do I get a rotation in angles from my gravityVector ? $$anonymous$$y Gravity Vector is for instance(0,1,0) or (0.75f, 0.75f, 0)...

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