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Question by YamiZee · Apr 24, 2019 at 09:51 AM · rotationquaternionfromtorotation

How do I get this FromToRotation code to work properly?

My code has a custom variable called gravity. The player is supposed to align with this gravity so that the players -transform.up == gravity.normalized. Instead the player object spins around like crazy.

 if (-transform.up != gravity.normalized) {
     transform.rotation *= Quaternion.FromToRotation(-transform.up, gravity.normalized);
     Debug.Log(-transform.up); //should print gravity.normalized but does not
 }

(Note: the player is not guaranteed to be upright, the rotation changes throughout the game. so maybe theres an issue with global vs local rotation that i don't understand..?)

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avatar image xxmariofer · Apr 24, 2019 at 12:00 PM 0
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why are you multiplying? try

 transform.rotation = Quaternion.FromToRotation(-transform.up, gravity.normalized);
avatar image Hellium · Apr 24, 2019 at 12:09 PM 1
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a *= b, can be "translated" as a = a * b. However, the quaternion product is not commutative!

I am not an expert with quaternion, but I think what you want to do is:

 transform.rotation = Quaternion.FromToRotation(-transform.up, gravity.normalized) * transform.rotation;

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Answer by YamiZee · Apr 24, 2019 at 01:00 PM

The solution was to change to order. Less pretty this way but more functional. Thanks to Hellium for pointing this out.

 transform.rotation = Quaternion.FromToRotation(-transform.up, gravity) * transform.rotation;
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