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Question by hislittlecuzin · Jan 26, 2018 at 03:25 PM · rotationscripting probleminstantiateprogramminglocalrotation

How to rotate object in instantiate with float value

I'm trying to instantiate an object, and rotate it based off a float value. This is what I tried: public GameObject toInstantiate; //Drag in the object to instantiate here float modifierF = 10.0f public GameObject instantiatePoint; //Drag in the empty game object here

 void Function () {
     Instantiate(toInstantiate, instantiatePoint.transform.position, instantiatePoint.transform.rotation.x  + modifierF, instantiatePoint.transform.rotation.y, instantiatePoint.transform.rotation.z);
 }


I've even tried using a vector 3 in place of it. I tried Euler Angles. I want the instance to NOT be a child, spawn at the rotation of the reference point (instantiatePoint) and then change specific x, or y, or z angles based off a float value.

I've tried storing the created instance in a GameObject variable, however the object won't be rotated how I want it to.

What happens is that it simply sets its rotation to (0,0,0) based on world axis, not the local rotation of the reference point.

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Answer by Nighfox · Jan 26, 2018 at 03:53 PM

 Instantiate(spawnObject, spawnPoint.transform.position, Quaternion.Euler(spawnPoint.transform.rotation.eulerAngles.x + modifierX, spawnPoint.transform.rotation.eulerAngles.y + modifierY, spawnPoint.transform.rotation.eulerAngles.z + modifierZ), null);

Use transform.rotation.eulerAngles, not just transform.rotation. Also use Quaternion.Euler instead of EulerAngles as the latter is already deprecated.

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