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Question by stony · Jun 10, 2011 at 11:23 AM · quaternionnormallookrotation

Quaternion.LookRotation

hey, I have a little problem with Quaternions.

i am shooting a little ball, and when that ball collides with the ground a flat sphere( circle ) should appear. Everything works just fine, but the rotation is wrong. I am using the LookRotation-function of the Quaternion, but it seems i don't fully understand what it does. (for example my level is a completely flat, so it should look exactly 90° upwards. But the rotation of the circle is x 76, y 74, z 1)

ATM my code looks like that:

 void OnCollisionEnter(Collision collision)
 {
     contact = collision.contacts[0];

     Instantiate(SpinningRange, transform.position, Quaternion.LookRotation(contact.normal) );
 }


i hope someone can help me =)

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Answer by Bunny83 · Jun 10, 2011 at 12:25 PM

I guess the problem is that you don't set the up-vector explicitly.

Therefore you call Quaternion.LookRotation like this:

 Quaternion.LookRotation(contact.normal,Vector3.up);

The problem is that if contact.normal equals Vector3.up you get in trouble. The second parameter (the up-vector) specifies the rotation around the axis given in the first parameter. If the first parameter is Vector3.up you have to use Vector3.right or .forward as up-vector.

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Answer by Anxo · Jun 10, 2011 at 11:47 AM

if you just want it to look up, I think you can use.

 Instatiate(SpinningRange, transform.position, Quaternion.SetLookRotation(Vector3.up));

or

 var Clone : GameObject = Instatiate(SpinningRange, transform.position,transform.rotation);
 Clone.rotation = (desired rotation);
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avatar image Bunny83 · Jun 10, 2011 at 12:21 PM 0
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SetLookRotation is not a static member function. It can only be used on instances of Quaternions

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