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Question by biggestgeek · Sep 04, 2013 at 11:33 AM · rotationaligninstantiating

Instantiating track in correct orientation

 private int toSpawnTrack;
 
 //Track Locations Vectors
     private Transform currentTrackLocation;
     private Vector3 nextTrackLocation;
 
   public void generateTrack()
         {
             print ("generate Track Called");
             //////////////////////////////////////////////////////////////////////////////////
             //    1 = straight
             //    2 = Curve Left
             //    3 = Curve Right
             //////////////////////////////////////////////////////////////////////////////////
             
             
             //Setting the location on next track in line
             if(toSpawnTrack == 1)
             {    
                 nextTrackLocation = currentTrackLocation.transform.TransformPoint(Vector3.forward * 10);
             }
             
             if(toSpawnTrack == 2)
             {    
                 nextTrackLocation = currentTrackLocation.transform.TransformPoint(Vector3.left * 10);
             }
             if(toSpawnTrack == 3)
             {    
                 nextTrackLocation = currentTrackLocation.transform.TransformPoint(Vector3.right * 10);
             }
             
             
             //toSpawnTrack = Random.Range(1,4);
             toSpawnTrack = 2;
             print("toSpawnTrack " + toSpawnTrack);
             
             
             //Spawn Straight Track
             if(toSpawnTrack == 1)
             {
                 //Instancing the next track in line
                 GameObject trackInstance = Instantiate(planeStraightPreFab, nextTrackLocation, Quaternion.identity) as GameObject;        
                 //Node position for a straight track
                 Vector3 tempPos = trackInstance.gameObject.transform.TransformPoint(0,1,-5);
                 nodesList[0] = tempPos;
                         
                 tempPos = trackInstance.gameObject.transform.TransformPoint(0,1,0);
                 nodesList[1] = tempPos;
                         
                 tempPos = trackInstance.gameObject.transform.TransformPoint(0,1,5);
                 nodesList[2] = tempPos;
                 
                 //Updateing of the current track location
                 currentTrackLocation = trackInstance.transform;
                 
                 //Changing the name of the next iTween path so it does not conflict
                 trackInstance.GetComponent<iTweenPath>().pathName = "InstPath" + trackCount.ToString();
                 
                 print ("Spawned Straight Track");
                 
             }
             
             //Spawn Curved Left Track
             if(toSpawnTrack == 2)
             {
                 Quaternion tempRot = currentTrackLocation.transform.rotation;
                 print ("tempRot =" + tempRot);
                 //tempRot = Quaternion.Euler(0,-90,0);
                 
                 
                 //Instancing the next track in line
                 GameObject trackInstance = Instantiate(planeCurvedLeft, nextTrackLocation, tempRot) as GameObject;        
                 //Node position for a straight track
                 Vector3 tempPos = trackInstance.gameObject.transform.TransformPoint(0,1,-5);
                 nodesList[0] = tempPos;
                         
                 tempPos = trackInstance.gameObject.transform.TransformPoint(0,1,0);
                 nodesList[1] = tempPos;
                         
                 tempPos = trackInstance.gameObject.transform.TransformPoint(-5,1,0);
                 nodesList[2] = tempPos;
                 
                 //Updateing of the current track location
                 currentTrackLocation = trackInstance.transform;
                 
                 //Changing the name of the next iTween path so it does not conflict
                 trackInstance.GetComponent<iTweenPath>().pathName = "InstPath" + trackCount.ToString();
     
                 print ("Spawned Curved Left Track");
             }
             
             //Spawn Curved Right Track
             if(toSpawnTrack == 3)
             {
                 //Instancing the next track in line
                 GameObject trackInstance = Instantiate(planeCurvedRight, nextTrackLocation, Quaternion.Euler(Vector3.right)) as GameObject;        
                 //Node position for a straight track
                 Vector3 tempPos = trackInstance.gameObject.transform.TransformPoint(0,1,-5);
                 nodesList[0] = tempPos;
                         
                 tempPos = trackInstance.gameObject.transform.TransformPoint(0,1,0);
                 nodesList[1] = tempPos;
                         
                 tempPos = trackInstance.gameObject.transform.TransformPoint(5,1,0);
                 nodesList[2] = tempPos;
                 
                 //Updateing of the current track location
                 currentTrackLocation = trackInstance.transform;
                 
                 //Changing the name of the next iTween path so it does not conflict
                 trackInstance.GetComponent<iTweenPath>().pathName = "InstPath" + trackCount.ToString();
                 
                 print ("Spawned Curved Right Track");
             }
             
                 
             //Changing the pos of the nodes to new position in relation to 
             //the instanced prefab.
             
             //print ("1 " + nodesList[0]);
             //print ("2 " + nodesList[0]);
             //print ("3 " + nodesList[0]);
             
             trackCount++;
             pathSwitch();
             
     
         }

I'm trying to spawn the track so they will flow with each other. Right now only the straight path is working. When I attempt to spawn curved paths, the curved paths either do not align up or facing in a totally different direction. I know its a problem with the rotation of the object when instantiating them and can't seem to work out how to fix it.

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