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Question by YamiZee · Feb 07, 2015 at 10:39 PM · rotationquaternion

How to get a line parallel to a plane?

I'm trying to get an object rotate on its Z axis so that its transform.up is parallel to another objects Y axis plane.

I don't want it to rotate on any other axis than on Z.

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Answer by toddisarockstar · Feb 08, 2015 at 01:45 AM

if your position y is up and down, the rotation y axis wont point you up. think of y axis as spinning around on an up and down pole. z position is front and back, rotating z makes your character tilt left and right. i think of axis like a pole stuck through the gameobject...spin the pole for rotation. slide em back and forth for position.

i think x is what you want. its the side to side pole. you need to spin to look upwards.

you can get an object to face another object with only the x axis with:

     var target : GameObject;
     function Update () {
         var relativePos = target.transform.position - transform.position;
         var rotation = Quaternion.LookRotation(relativePos);
         transform.rotation.x = rotation.x;
     }
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avatar image VesuvianPrime · Feb 08, 2015 at 01:46 AM 0
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For clarity I like to think of an aeroplane when working with rotations.

X = $$anonymous$$ch Y = Yaw Z = Roll

alt text

avatar image YamiZee · Feb 08, 2015 at 02:10 AM 0
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no, i think understand rotations. I really do need object 1's transform.up (y_pos+) to be parallel to object 2's y plane (as in the entire horizontal plain of that object. look at an objects y axis in rotation mode, and fill in the circle and beyond to get the plane that i need.) and I need the object 1's rotation to be in the z axis (as in when you move your head side to side, like tilting your head.)

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