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Question by rickymanalo · May 11, 2020 at 07:22 PM · rotationrigidbody

Rotate Rigidbody using eulerAngles.y of Camera

When a button is pressed, I want to rotate the player where the camera is facing. I used the code below to do it.

 rb.rotation = Quaternion.LookRotation(Camera.main.transform.forward, Vector3.up);


But because my camera is slightly above the player's head while with transform.LookAt(transform.parent), the camera's forward is facing down the ground making the player slightly tilted forward which I don't want.

Then I thought, because I only want the y rotation of the camera to be applied to the player, I would create a Vector3 that only have the camera's eulerAngles.y in it. The code I made is below.

 Transform mainCamTransform = Camera.main.transform;
 Vector3 mainCamYRotation = new Vector3(0f, mainCamTransform.eulerAngles.y, 0f);
 
 rb.rotation = Quaternion.LookRotation(mainCamYRotation, Vector3.up);


The problem with this code is that my expected y rotation didn't get applied but for some reason, a x rotation is applied to the player.

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Answer by rickymanalo · May 14, 2020 at 05:35 PM

I found the answer. So, kinda confused, what I needed was to rotate the transform and not the Rigidbody. Here's the code I found.

 Transform mainCamTransform = Camera.main.transform;
 transform.eulerAngles = new Vector3(transform.eulerAngles.x, mainCamTransform.eulerAngles.y, transform.eulerAngles.z);

I thought I needed to rotate the Rigidbody so that moving and firing projectiles would work fine.

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