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Question by raineeger · Apr 28, 2020 at 05:59 PM · transformquaterniontransform.rotation

Why does assigning a quaternion to transform rotation work but calling transform.rotation. doesnt?

I have 2 simple lines of code, one works and one doesn't.

 // works - changes rotation
 playerGravityObj.transform.rotation = Quaternion.FromToRotation(playerGravityObj.transform.right, rawGravityVec);
 
 // does nothing...even if I use random parameters
         playerGravityObj.transform.rotation.SetFromToRotation(playerGravityObj.transform.right, rawGravityVec);

both lines are in Update function

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Answer by Hellium · Apr 28, 2020 at 06:17 PM

transform.rotation is a property. It returns a Quaternion, most likely handled in the C++ side.


Because Quaternion is a struct (a value type), the getter does not return the "real" rotation but a copy of the rotation handled in the C++ side.


So when calling playerGravityObj.transform.rotation.SetFromToRotation(playerGravityObj.transform.right, rawGravityVec); you are calling the SetFromToRotation on a copy of the quaternion returned by the getter, thus, there is no result.


However, when you call playerGravityObj.transform.rotation = Quaternion.FromToRotation(playerGravityObj.transform.right, rawGravityVec);, the setter takes the input value and apply the rotation on the C++ side, and thus, the rotation takes effect.

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