Comments and answers for "Get face normal and get its local Euler Angles?"
http://answers.unity.com/questions/263460/get-face-normal-and-get-its-local-euler-angles.html
The latest comments and answers for the question "Get face normal and get its local Euler Angles?"Comment by zero3growlithe on zero3growlithe's answer
http://answers.unity.com/comments/1268823/view.html
Haha, this question was asked 4 years ago, I've improved my C# coding skills by just "a lot" since then, dw :))Tue, 08 Nov 2016 17:29:52 GMTzero3growlitheAnswer by DHARMAKAYA
http://answers.unity.com/answers/1268775/view.html
Stop capping the first letter of vars!!!!! THAT IS THE PROBLEM HERE!!!!
(shaking fist in air)Tue, 08 Nov 2016 15:31:29 GMTDHARMAKAYAComment by Mortoc on Mortoc's answer
http://answers.unity.com/comments/263551/view.html
Ah right, I misread the problem. You can still calculate the face normal by:
Vector3.Cross(p2 - p1, p2 - p3).normalized
and then set someObject.transform.up to the result of thatWed, 06 Jun 2012 17:45:23 GMTMortocComment by zero3growlithe on zero3growlithe's answer
http://answers.unity.com/comments/263549/view.html
well, not really as it won't give me "face" normal but Hit.point normal so if my raycast will hit another object under an angle then my object will rotate to that angle and not to face normal :/Wed, 06 Jun 2012 17:38:03 GMTzero3growlitheAnswer by Berenger
http://answers.unity.com/answers/263466/view.html
(Theory) You can't know the rotation of a vector, because it doesn't make sense. It need to be relative to somet$$anonymous$$ng. You might need confirmation of someone good in math, but I t$$anonymous$$nk there is an infinity of rotation from a vector to another, so I t$$anonymous$$nk you need 2 relative vectors.
Anyway, you probably want to use [Quaternion.LookRotation][1].
[1]: http://unity3d.com/support/documentation/ScriptReference/Quaternion.LookRotation.htmlWed, 06 Jun 2012 15:01:46 GMTBerengerAnswer by Mortoc
http://answers.unity.com/answers/263464/view.html
You don't have to dig in to the mesh for t$$anonymous$$s, you can just use:
someObject.transform.position = Hit.position;
someObject.transform.up = Hit.normal;Wed, 06 Jun 2012 14:55:45 GMTMortoc