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Question by oomeroo1999 · Jul 11, 2019 at 02:06 PM · rotationposition

How to Rotate like b.transform.rotation = Quaternion.Euler(x, y, z); ?

Hi. I assigned a Vector3 to a gameobject's position:

             player2.transform.position = new Vector3(x1, y1, z1);
 

And player translated perfectly. But I can't do it for rotation:

             player2.transform.rotation = Quaternion.Euler(x2, y2, z2);
 

It actually rotates. The value changes. And if I turn right and move, it goes to right. There is no problem. But player doesn't rotate in scene. It turns right but it still looking forward.

EDIT: I found that it actually works. It was not rotating because my values were wrong.

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avatar image oomeroo1999 · Jul 11, 2019 at 06:58 PM 0
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I don't understand why doesn't it look at the direction it rotated ?

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Answer by I_Am_Err00r · Jul 11, 2019 at 07:04 PM

Quaternion's are different because you have to find rotation speed and angle you are rotating to, it requires a lot of code that personally I have no idea what it means, but I know how to copy an paste and then plug in my values where it needs them.

To find rotation, you need this:

  using UnityEngine;
  
  public class SlerpToLookAt: MonoBehaviour
  {
      //values that will be set in the Inspector
      public Transform Target;
      public float RotationSpeed;
  
      //values for internal use
      private Quaternion _lookRotation;
      private Vector3 _direction;
      
      // Update is called once per frame
      void Update()
      {
          //find the vector pointing from our position to the target
          _direction = (Target.position - transform.position).normalized;
  
          //create the rotation we need to be in to look at the target
          _lookRotation = Quaternion.LookRotation(_direction);
  
          //rotate us over time according to speed until we are in the required rotation
          transform.rotation = Quaternion.Slerp(transform.rotation, _lookRotation, Time.deltaTime * RotationSpeed);
      }

This was actually directly copied from this post on Unity: https://answers.unity.com/questions/254130/how-do-i-rotate-an-object-towards-a-vector3-point.html

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avatar image oomeroo1999 · Jul 12, 2019 at 10:44 AM 0
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Thank you. Quaternions are a little complicated :/

avatar image oomeroo1999 · Jul 12, 2019 at 12:41 PM 0
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Well I tried it. I assigned the "players position + 5 of z axis" to the target transform. It looked like it worked. But after 180 degrees of turning right, it started to turn left.

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