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Question by Modern_Bass · Feb 12, 2016 at 01:47 PM · rotationfps controllercutscene

How to set new rotation for FPS prefab, if it turns back?

I made a cut scene which contains second player prefab: 3D hands model and camera. In start of cut scene my first original FPS player stands in 0, 90, 0 rotation. Through script I disable it's mesh renderer, First Person Controller and camera. After the cut-scene first prefab's components must be enabled, and it must stand on new position with new rotation (0, 180, 0). I set new position of player. - it works fine. BUT then I tryed to set new ROTATION - it works 1 second or less, and FPS turns back to 0, 90, 0 rotation.

I have 2 scripts for scene, one on trigger, second in animation event (on the last frame). I tryed:

  1. To set 0, 180, 0 rotation in OnTriggerEnter().

  2. To set 0, 180, 0 rotation in trigger script Update().

  3. To use LookAt() with target object.

  4. To use Quaternion.FromToRotation with target object.

  5. To use eulerAngles.

In all this ways FPS turns to 0, 90, 0. The last way - to Instantiate prefab. It's a big problem, because it has many scripts on it and for many variables I'll must to write Find() function.

Perhaps, my problem associated with First Person Controller Script.

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