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Question by lpincombe · Jul 18, 2020 at 03:01 PM · rotationraycastquaternionnormal

Rotating to match normal: Quaternion.FromToRotation(player.up, hit.normal)

Hello,

I'm using this to rotate according to the slope that the player is on:

 _handRoot.rotation = Quaternion.Lerp(_handRoot.rotation, _handRoot.rotation * Quaternion.FromToRotation(_handRoot.up, hit.normal), Time.deltaTime * 2f);

This works if I go up a slope. If I turn around and go back down the same slope, the player turns upwards, away from the slope, and flies off into the sky....

Any clues towards the fix would be greatly appreciated.

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Answer by lpincombe · Jul 18, 2020 at 03:15 PM

Here was the solution, for anyone looking (this should be in a coroutine or in update). (_handRoot here is my player).

 Vector3 forward = Vector3.Cross(-hit.normal, _handRoot.right);
 _handRoot.rotation = Quaternion.Lerp(_handRoot.rotation, Quaternion.LookRotation(forward), Time.deltaTime * 2f);

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