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transform.right to vector3
so i have two lines that handle rotation
curTrans.eulerAngles = new Vector3(0, 0, curRotation); and curTrans.right
but what i need is a vector3 that would have the information that curtrans.right would have but without it going through a transform
Answer by Ymrasu · Aug 11, 2020 at 09:01 AM
Vector3 curRight = Quaternion.Euler(new Vector3(0f,0f,curRotation)) * Vector3.right;
This would get you the same as transform.right with that rotation. If that is what you were asking.
that's exactly what i was looking for thank you so much my head has been pounding and i couldn't figure this out.
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