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Question by LT23Live · Dec 02, 2015 at 08:23 AM · rotationinstantiatesimple

Simple Instantiation Rotation

So I have been playing with instantiating a simple projectile for the last couple of hours and its pissing me off. I am setting it to rotate to the local euler angles of the barrel (Transform). Here is my code

 public void Fire()
     {
         Vector3 barrelRotation = barrel.localEulerAngles;
         print (barrelRotation);
         GameObject projectile = Instantiate (projectilePrefab,projectileSpawnPoint.position,Quaternion.Euler(barrelRotation)) as GameObject;
         projectile.SetActive (true);
         print (barrelRotation+ " | " + projectile.transform.rotation);
 
         projectile.GetComponent <Projectile>().Shoot(this.gameObject);
     }

that print line returns this instead of what I wanted

(0.0, 79.2, 0.0) | (0.0, 0.6, 0.0, 0.8) and the rotation stays 0,0,0

can anyone help please?

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avatar image itsharshdeep · Dec 02, 2015 at 09:57 AM 0
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Sorry for asking but what is wrong here ? Because print is displaying the correct number I think. Can you please describe, what you wanna achieve? Because I think you wanna print the angle of the projectile. But as you wrote the projectile.transform.rotation so it is returning the quaternion and printing the same. But you wanna display the EulerAngles.

Sorry If I'm going on wrong track

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