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Question by tuncbilen · Nov 17, 2018 at 01:43 PM · set

Using a Quaternion's one axis to set transform.rotation

Hello guys,

This is a newbie question.

I'm calculating a smooth rotation value using Quaternion.Slerp and finall setting that to my 2D gameObject's transform.rotation.

But the problem is I want to lock the x and z rotations. I couldn't set to use the assigned quaternion's only Y axis. Can you help me with the logic ?

 void CalculateRotation(Transform target, bool left)
     {
         Quaternion targetFinal;
 
         if (left == true)
         {
             Quaternion targetRotation = Quaternion.FromToRotation(transform.up, target.right) * transform.rotation;
             targetFinal = targetRotation;
         }
         else 
         {
             Quaternion targetRotation = Quaternion.FromToRotation(transform.up, -target.right) * transform.rotation;
             targetFinal = targetRotation;
 
         }
 
         
         targetRotationY = Quaternion.Slerp(transform.rotation, targetFinal, rotationSpeed * Time.deltaTime);
 
         transform.rotation = targetRotationY;
         
 
 
     }
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Answer by tuncbilen · Nov 18, 2018 at 10:30 AM

Hey guys,

I fixed my problem by updating the end of the code as following. Just in case somebody else needs it.

  targetRotationY = Quaternion.Slerp(transform.rotation, targetFinal, rotationSpeed * Time.deltaTime);
         targetRotationY = Quaternion.Euler(new Vector3(0f, targetRotationY.eulerAngles.y, 90f));
         transform.rotation = targetRotationY; 
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