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Question by HeavyProduction · Jul 25, 2018 at 02:07 PM · rotationvector3quaterniondirectionmath

Rotate object based on hit normal + matching camera direction

I am trying to get an object to rotate so its aligned with the normal of the hit we have just received, but I would like it to also rotate around its local Z-Axis so that its always oriented with the camera.

Currently using this to get the rotation from the hit which works fine:

 Quaternion newRot = Quaternion.FromToRotation(Vector3.forward, hitInfo.normal);

But I am unable to get the second part working.

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