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Question by ultrasilence · Jan 30, 2013 at 05:40 AM · prefabrotate

Rotation on prefab will not change. Help.

I have a prefab that has a rotation of 90 degrees on it so it should be horizontal. If I instantiate this prefab using Quaternion.Identity it comes out vertical and isn't keeping the rotation.

I've tried everything I can think of and google but these prefabs WILL NOT ROTATE and it's driving me nuts.

Here's my instantiation:

 Instantiate(myWires[x], new Vector3((float)(ranges[x] - 1.40) + y, 18.5f, x * 20), myWires[0].transform.rotation);

Note I've changed it from Quaternion.Identity here in hopes it would stay at 90 degrees but nope. What gives? Why will these prefabs not rotate or keep their native rotation?

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avatar image Lovrenc · Jan 30, 2013 at 05:44 AM 0
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I never had a problem with rotation. However, identity rotation is (0,0,0). And this is what you got.

About your code posted here. I cant help you since i dont know what myWires[x] is.

avatar image gfvfubb · Jan 30, 2013 at 09:13 AM 0
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Are you overriding / setting the rotation somewhere else? I had the same problem in the Angry Bots demo as the player rotation is reset in the movement controller.

avatar image ultrasilence · Jan 30, 2013 at 12:56 PM 0
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myWires[x] is just a GameObject array that holds my wire prefabs.

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Answer by MountDoomTeam · Jan 30, 2013 at 11:25 AM

try setting the rotation with a line after the Instantiate,

 var mywires = Instantiate (etc...);
 
 mywires.eulerAngles = Vector3(0, 0, 0);

if that doesn't do it, it means that the wire is being told to flip somewhere else in the code

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avatar image ultrasilence · Jan 30, 2013 at 12:55 PM 0
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That didn't do it either, so I'll look over and post my other code after I get some time.

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