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Question by Mill0698 · Aug 14, 2013 at 12:29 AM · rotationquaternioncamera rotate

Rotation based player Rotation and Camera Rotation

Good after noon all. I am trying to rotate a plane to snap rotations based on the cameras rotation around the player.

Now my code works perfectly if the Player himself doesn't rotate. Rotating around a stationary player seems to work fine, however when the player rotates his y axis, it doesn't always work. Here is the code:

 void ApplyImageRotation()
     {
         var _result = ((TP_Controller.CharacterController.gameObject.transform.localRotation.eulerAngles.y - Camera.main.transform.localRotation.eulerAngles.y) * 
             Mathf.Sign((TP_Controller.CharacterController.gameObject.transform.localRotation.eulerAngles.y - Camera.main.transform.localRotation.eulerAngles.y)));
         
         input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertic
         
         
         if(_result > rotationResults[0] && _result < rotationResults[1])
         {
             currentImageLookDirection = ImageLookDirection.Left;
             this.GetComponent<SpriteSheet>().CurrentState = SpriteSheet.DirectionState.Left;
             transform.localEulerAngles = new Vector3(90.0f, 270.0f, 0.0f);
         }
         else if(_result > rotationResults[1] && _result < rotationResults[2])
         {
             currentImageLookDirection = ImageLookDirection.Forward;
             this.GetComponent<SpriteSheet>().CurrentState = SpriteSheet.DirectionState.Down;
             transform.localEulerAngles = new Vector3(90.0f, 0.0f, 0.0f);
         }
         else if(_result > rotationResults[2] && _result < rotationResults[3])
         {
             currentImageLookDirection = ImageLookDirection.Right;
             this.GetComponent<SpriteSheet>().CurrentState = SpriteSheet.DirectionState.Right;
             transform.localEulerAngles = new Vector3(90.0f, 90.0f, 0.0f);
         }
         else 
         {
             currentImageLookDirection = ImageLookDirection.Backward;
             this.GetComponent<SpriteSheet>().CurrentState = SpriteSheet.DirectionState.Up;
             transform.localEulerAngles = new Vector3(90.0f, 180.0f, 0.0f);
         }
     }
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