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               Question by 
               pri0ritize · Nov 11, 2016 at 09:17 AM · 
                rigidbodyprojectile  
              
 
              Quaternion.LookRotation giving strange output
So...I'm trying to rotate my transform so it will align itself to the direction of motion.
In the past I've simply used
 projectile.transform.rotation = Quaternion.LookRotation(projectileRB.velocity);
 
               and had the expected output. Now, I'm getting rotation around a different axis than I expect and it breaks the functionality of my projectile mechanics. Has anyone encountered this?
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