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Question by Crispinator · Oct 12, 2013 at 08:31 PM · gameobjectinstantiatetransformtagclone

Adjusting Rotation of Instantiated Objects

I have a sword in a game. When you click on the sword, it deletes and creates another one in your hand. It does this correctly but with a random rotation. How do I fix this?

 #pragma strict
 
 var hand : GameObject;
 var sword : Transform;
 
 
 
 
 
 function OnMouseUp()
 {    
     
     
     
     Destroy(gameObject);
     var clone = Instantiate(sword, hand.transform.position, Quaternion.identity);
     clone.transform.parent = hand.transform;
     Debug.Log("The Sword is in your Inventory");
     WaitForSeconds(1);
 
 }
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avatar image Crystalline · Oct 12, 2013 at 09:02 PM 1
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Is just a lot more easier to already have it there and just set to invisible ..ins$$anonymous$$d of instantiating others. It doesn't impact the performance a lot neither (unless you have thousands of swords ).

avatar image robertbu · Oct 13, 2013 at 07:03 AM 1
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I agree with @Crystalline that having the sword in place and just making it visible is a nice way to go. If you want to handle it your way:

  • In the editor temporarily place a sword in the hand correctly.

  • $$anonymous$$ake the sword a child of the hand.

  • Record the rotation in the Inspector. This is the local rotation...that is the rotation relative to the parent.

  • Between lines 17 and 18 insert:


    clone.transform.localRotation = Quaternion.Euler([Insert recorded values here]);

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