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Question by mahmouds · Jul 14, 2020 at 05:59 PM · bulletimpact

Unity Impact Effect Wrong Rotation

Hi, I couldn't find an answer for this anywhere but I am shooting a bullet not using raycasts and instantiating an impact effect with Instantiate(concreteInpact, transform.position, Quaternion.identity); But the impact effect is always looking up.

I know that quaternion.idenity doesnt work, however I don't know what else to use.

Thanks!

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Answer by finnjwohner · Jul 14, 2020 at 06:01 PM

You'll want to get the normal of the collision, then use something like Quaternion.LookRotation() to make the impact face in that direction instead of Quaternion.identity.

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avatar image mahmouds · Jul 14, 2020 at 06:34 PM 0
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Thanks I will try that out! But what does getting the normal do? Like what does normal mean?

avatar image finnjwohner mahmouds · Jul 14, 2020 at 06:37 PM 0
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A normal is just a line that's perpendicular to another line, drew something really quickly in paint, where the red line is the normal to the black line and vice versa, to make it easier to visualise.

alt text

To get it, if you're using OnCollisionEnter(Collision other), you could use other.contacts[0].normal and that would give you the normal to your collision as a Vector3.

avatar image mahmouds finnjwohner · Jul 14, 2020 at 06:42 PM 0
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Thanks you!

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