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Question by unity_604AF209C2B79E432EDC · Mar 14 at 01:59 AM · rotationprogrammingrotations

How do I change the rotation of an object after setting transform.up?

I have a building system that aligns the place-able object to whatever surface is being looked at, I would like it if the player could also rotate the place-able object clockwise or counterclockwise relative to that surface. My problem being, to align the place-able object with the target surface, I must set transform.up to the hit.normal. Rotating the object after doing that just resets the rotation to no longer line up with the surface.

     public void CheckTurretPlacement(GameObject _placeable)
     {
         //Debug.Log("Prepared to place turret.");
         turretInstantiated = false;
 
         if (Physics.Raycast(raycastFrom.position, raycastFrom.forward, out RaycastHit _hitInfo, placementRange, placementLayMask))
         {
             checkHit = _hitInfo;
 
             if (checkHit.transform.gameObject.GetComponent<Collider>() != null)
             {
                 if(placeableObject == null)
                     placeableObject = Instantiate(_placeable, checkHit.point, Quaternion.identity);
 
                 if (gridPlacementMode == true)
                 {
                     placeableObject.transform.position = new Vector3
                         (
                         Mathf.RoundToInt(checkHit.point.x),
                         Mathf.RoundToInt(checkHit.point.y),
                         Mathf.RoundToInt(checkHit.point.z)
                         );
                 }
                 else
                 {
                     placeableObject.transform.position = new Vector3
                         (
                         (checkHit.point.x),
                         (checkHit.point.y),
                         (checkHit.point.z)
                         );
                 }
 
                 // This aligns the turret with the face of whatever object is being looked at
                 placeableObject.transform.up = checkHit.normal;
 
                 if(allowRotate)
                 {
                     placeableObject.transform.localRotation = Quaternion.Euler
                         (
                         placeableObject.transform.rotation.x,
                         yRotation,
                         placeableObject.transform.rotation.z
                         );
                 }
 
                 // Draw lines to show the incoming "beam" and the reflection of the object's normal.
                 Debug.DrawLine(raycastFrom.position, checkHit.point, Color.red);
                 Debug.DrawRay(checkHit.point, checkHit.normal, Color.green);
 
             }
         }
     }

Here is a video demonstrating the problem, as I understand that I am not very good at communicating the problem.

THE VIDEO (https://youtu.be/AYZIbdVpFL4)

I am fairly new to programming, I've been at it for a few months. I know it probably has to do with local and world space, but I am unsure.

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