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Question by sdgd · Jan 20, 2013 at 06:23 PM · gameobjectrotate

how to make rotate relativeTo some GameObject

ok I've figured out how to set rotation around world or self but I kinda can't find to be relative to players rotation

so for example that Y always rotates away from me.

not towards me if I change the X rotation or Z

my code:

 if (Input.GetKey(KeyCode.Mouse2)) {
     ObjectX = (Input.GetAxis("Mouse X"));
     ObjectY = (Input.GetAxis("Mouse Y"));
     if (Input.GetKey(KeyCode.Delete)){ObjectZ = 1 ;}
     if (Input.GetKey(KeyCode.PageDown)){ObjectZ = -1 ;}
     transform.Rotate (ObjectY,ObjectX,ObjectZ,Space.World /*or Space.self*/);
 }

it would be nice IF I could do

 transform.Rotate (ObjectY,ObjectX,ObjectZ,Player.Rotate);

but it says that it cannot convert it

 Assets/Craft/CraftScripts/CraftPosition.cs(47,43): error CS1503: Argument `#4' cannot convert `method group' expression to type `UnityEngine.Space'

I already know for Space.World if player's position is correct it'll always be correct but I want that I can change my position too and that it'll be correct

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Answer by Kortekk · Jan 20, 2013 at 06:34 PM

If I understand the functionality you're trying to achieve correctly, you can try making your object's gameobject a child of your player and just using Space.self in your object's rotation code.

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avatar image sdgd · Jan 20, 2013 at 07:07 PM 0
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no it must not become a child of a object

because it's a craftable item and when it's crafted I want it to stay there for ever

but when crafting it I want to be relative to players rotation

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