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Making a cube from planes, arranging planes into a box
What is the best way to arrange 6 planes into a cube shape so that if you stand inside the cube the textures don't look upside down and they are continuous around corners?
It should be easy, so I did it in code, but it doesn't seem to be working, and there's no references on it so it would be a good question?
I'm not familiar with rotations and it seems very fiddly, when I try and figure it out in the editor keeps jumping about and changing the fields completely.
private var stp1 = Vector3(1,0,0);//left//positions of cube edges (multipled *.5)
private var stp2 = Vector3(-1,0,0);//right
private var stp3 = Vector3(0,1,0);//up
private var stp4 = Vector3(0,-1,0);//down
private var stp5 = Vector3(0,0,1);//fwds
private var stp6 = Vector3(0,0,-1);//bckwds
private var rot1 : Quaternion; rot1.eulerAngles = Vector3(0,0,90);//6 axes of rotation
private var rot2 : Quaternion; rot2.eulerAngles = Vector3(180,0,90);
private var rot3 : Quaternion; rot3.eulerAngles = Vector3(180,0,0);
private var rot4 : Quaternion; rot4.eulerAngles = Vector3(0,0,0);
private var rot5 : Quaternion; rot5.eulerAngles = Vector3(90,0,90);
private var rot6 : Quaternion; rot6.eulerAngles = Vector3(270,0,90);
Answer by MountDoomTeam · Nov 11, 2012 at 10:24 AM
using globalscale rotate this is the solution-at least now it's here for reference, it may be a silly question!
private var stp1 = Vector3(1,0,0);//6 sides of a cube/6 axes in space
private var stp2 = Vector3(-1,0,0);
private var stp3 = Vector3(0,1,0);
private var stp4 = Vector3(0,-1,0);
private var stp5 = Vector3(0,0,1);
private var stp6 = Vector3(0,0,-1);
private var rot1 : Quaternion; rot1.eulerAngles = Vector3(0,0,90);//6 sides of a cube/6 axes in space
private var rot2 : Quaternion; rot2.eulerAngles = Vector3(0,180,90);
private var rot3 : Quaternion; rot3.eulerAngles = Vector3(180,0,0);
private var rot4 : Quaternion; rot4.eulerAngles = Vector3(0,0,0);
private var rot5 : Quaternion; rot5.eulerAngles = Vector3(0,-90,90);
private var rot6 : Quaternion; rot6.eulerAngles = Vector3(0,90,90);
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