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Question by naf456 · Feb 14, 2012 at 11:01 AM · raycastnormalsperpendicular

Rotate an object perpendicular to an objects normals?

Hey. I have fired a raycast from one object, and it takes the normal's off from the surface of the model it hits. But how would I rotate the initial object 90* perpendicular to the object, the ray cast hits?

I don't even know what the Vector3 from the normal's is suppose to mean.

Thanks for your albeit valuable time!

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avatar image Owen-Reynolds · Feb 14, 2012 at 07:43 PM 1
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Can you clarify? It sounds like you want to spawn something like a rabbit, nose pointing local Z in the usual way. But it have sitting "flat" (tilted with) on whatever surface you hit.

avatar image Jessy · Feb 14, 2012 at 09:16 PM 0
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90 degrees from the normal is an infinite amount of vectors. We're representing them with three floats, but 79,228,162,514,264,337,593,543,950,336 is still significantly more than 1.

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Answer by fherbst · Feb 14, 2012 at 09:49 PM

You need an additional rotation to determine that. You need some "forward" direction for your object - only pointing up from a surface does not completely describe a rotation.

 if(Physics.Raycast(ray, out hit, Mathf.Infinity) {
   // place at hit.position
   transform.position = hit.point;
 
   // look in the direction of the hit object
   transform.LookAt(hit.transform.position + hit.transform.forward, hit.normal);
 
   // or: look up along the object
   // transform.LookAt(hit.transform.position + Vector3.up, hit.normal);

   // or: look in same direction as before
   // transform.LookAt(transform.forward, hit.normal);
 }
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