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Question by patrevizani · May 03, 2021 at 01:00 AM · rotationquaternionsnormal

Can someone please help me out? thank you in advance!

So I've got a camera that goes along a track, always following and always looking at the player (kinda like little nightmares). I use the camera's right and forward (ignoring the camera's y) to set the direction vector for the player's y rotation axis. I'm assuming there's nothing wrong so far, but now the problem is that I want the up vector to be the normal in which the player is standing on, the code bellow almost works for pointing the player y towards the normal, it's fine for rotating the z axis of the player, but it doesn't work for the x axis

  void RotatePlayer()
  {
          forward = mainCamera.transform.forward * verticalAxisInput;
          right = mainCamera.transform.right * horizontalAxisInput;
          walkVector = forward + right;
          newPosition = new Vector3(walkVector.x, 0.0f, walkVector.z);
          player.transform.rotation = Quaternion.LookRotation(newPosition, normal.normalized);
          rb.MovePosition (rb.position + player.transform.forward * velocity * Time.deltaTime);

}

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