private Transform heading;
Start(){heading = transform;}
Then later :
if (Physics.Raycast(transform.position + originOffset, Vector3.down,out hit, castDistance, ground))
{
grounded = true;
heading.rotation = Quaternion.FromToRotation(heading.up, hit.normal);
}
I then do my Tranlate upon heading, which is using the normal as it’s up… But when I go
transform.position = heading.position;
The rotation is applied aswell. Do not want this rotation applied; Any ideas?