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Question by GiantDwarf01 · Dec 30, 2018 at 04:04 AM · rotationraycastraycastingrelative rotationrelative position

transform.right not working correctly?

Hi there, so basically I'm simply trying to Raycast to my object's local right/left, w$$anonymous$$ch is easy enough right? Ray ray = new Ray(transform.position, transform.right) should be as complex as it needs to get, however... for some odd reason, if I have my object rotated on the z at 90 degrees... it acts as though transform.right is the same as if it was at default rotation... So the issue may be a bug, or I'm just misunderstanding what transform.right is actually doing and it only works relative to the y-rotation...

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avatar image Ambrose998800 · Dec 30, 2018 at 06:07 AM 0
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If I'm not sure if a ray is cast the right way, I make counter-checks using something like this...

 Debug.DrawRay(transform.position, transform.right, Color.green);
 Debug.DrawRay(transform.position, Vector3.right, Color.yellow);

... and look how they react to rotation/movement. I just tested them on a cube rotating on z. Green will move, yellow stays. Transform.right should react to local actions.

avatar image GiantDwarf01 Ambrose998800 · Dec 30, 2018 at 08:04 AM 0
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Yeah the odd thing is it doesn't seem to operate correctly alongside the way I'm updating my rotation... If I remove this chunk it seems fine but with it enable I can't really tell where the conflict is...

 Vector3 targetRotation = transform.forward - Vector3.Dot(transform.forward, -gravityDirection) * -gravityDirection;
         Quaternion targetRotate = Quaternion.LookRotation(targetRotation, -gravityDirection);
         transform.rotation = Quaternion.Lerp(transform.rotation, targetRotate, Time.deltaTime * rotationSpeed);

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