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Question by Razputin · May 28, 2021 at 07:56 PM · rotationtransformrotation axis

Rotate object on Y Axis when changing transform.up

In simple terms I am doing the following.

I have a cylinder, the cylinder has the following script

         gameObject.transform.up = Camera.main.transform.forward;
         transform.position = Camera.main.transform.position + Camera.main.transform.forward;
 

This places the cylinder in front of the camera and orients it in the direction the player is looking.

Now I want to angle the cylinder slightly so that it's at about a 15 degree angle on the y axis (world space y).

However, because of the way I'm re-assigning transform.up to camera.forward the rotation of the cylinder is always changing. So sometimes to tilt it on Y in world space I need to adjust z, while other times I need to adjust X.

How can I go about resolving this issue?

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Answer by andrew-lukasik · May 28, 2021 at 09:39 PM

 [SerializeField] Vector3 _worldRotation = new Vector3( 0 , 90 , 0 );
 [SerializeField] Vector3 _localRotation = new Vector3( 0 , 30 , 0 );
 void Update ()
 {
     var cam = Camera.main.transform;
     transform.position = cam.position + cam.forward;
     Quaternion rot = Quaternion.LookRotation( forward:cam.up , upwards:cam.forward );
     transform.rotation = Quaternion.Euler(_worldRotation) * rot * Quaternion.Euler(_localRotation);
 }
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avatar image Razputin · May 29, 2021 at 01:50 AM 0
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Interesting didn't know you could get world/local space like this. Thanks for the info!

avatar image andrew-lukasik Razputin · May 30, 2021 at 06:45 PM 0
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Hi. If you still need more control over resulting orientation, I updated my answer to show how to control rotation in both spaces at once.

avatar image Razputin andrew-lukasik · May 30, 2021 at 08:18 PM 0
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Thank you I appreciate it!

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