Rotating a sphere with VRTK_Pointer
I am trying to rotate a sphere using VRTK_Pointer. The idea is that the sphere rotation will be controlled by the pointer. I am using the pointer to grab and move objects in my scene, but I also have a large and remote "globe" object that I want only to rotate when pointed at.
 public class PointerRotate : MonoBehaviour
 {
     private VRTK_Pointer pointer;    
 
     void Start()
     {
         this.pointer = this.GetComponent<VRTK_Pointer>();        
         this.pointer.DestinationMarkerHover+=this.OnHover;
     }
 
     private void OnHover(object sender, DestinationMarkerEventArgs e)
     {
          e.target.LookAt(e.raycastHit.point);
     }
 }
 
               The above kinda works, but since I am using LookAt, it is always rotates according to the hit position, so I cannot rotate to the "dark-side" of the globe. If this makes sense... 
I guess I need to use Quaternion.LookRotation() instead and to compensate the current rotation of the sphere, but I wasn't able to understand how. 
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