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Question by Bart · Jun 01, 2010 at 05:18 PM · rotationquaternioneuleranglesnormalsalignment

How to handler rotation of a Gameobject while aligning it with normals

I'm trying to move a GameObject along a bumpy cylinder while it follow the surface normals. I do this with the following code.

if (Physics.Linecast(Squid.transform.position, target, out hit)) {
Squid.transform.position = hit.point;

Squid.transform.rotation = Quaternion.FromToRotation(Vector3.down, hit.normal);

     Vector3 rotSquid = Squid.transform.rotation.eulerAngles;             
     float correction = 90 - rotSquid.x;

     print(correction + rotSquid.x);
     print("correction  " + correction);

     Squid.transform.Rotate(Vector3.down, correction);

}

As you perhaps can see I'm trying to let the object to look in one direction by getting the x en rotating it back to 90 degrees. But this seems to fail helplessy. I have tryed some other things but all without the desired result.

Anyone here has any idea?

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Answer by Max Kaufmann · Aug 02, 2010 at 05:46 PM

Use Quaternion.LookRotation with the normal for the "up" direction.

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