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Question by SVGK · May 03, 2014 at 10:52 AM · rotationorientation

Change the default rotation of a quad?.

Hello, I need a quad, or something else that can act a similar way, like the cursor aim in Pikmin 3, the cursor there can be seen on that glass wall, however, there is a slight problem in my case, quads are oriented at the wrong angle, so my code isn't working right.

     Ray OriginRay = theCamera.ScreenPointToRay (Input.mousePosition);
     RaycastHit OriginRayHit;

     if (Physics.Raycast (OriginRay, out OriginRayHit, Mathf.Infinity))
     {
         crossHair.transform.rotation = Quaternion.FromToRotation (Vector3.up, OriginRayHit.normal);
         crossHair.transform.position = OriginRayHit.point + (OriginRayHit.normal * 0.03f);
         
         theDistance = Mathf.Sqrt (OriginRayHit.distance) * 0.15f;
         aimSizer = new Vector3 (theDistance, theDistance, theDistance);
         crossHair.transform.localScale = aimSizer;
     }

See, I need the quad to be oriented flat against any object it's on, but due to the nature of quads orientation, should I just make a flat face in Blender?, is there some trick I haven't heard of?.

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Answer by robertbu · May 03, 2014 at 01:06 PM

If you are using Unity's Quad and you want to align that Quad with the surface normal, then line 6 needs to change. Change it to:

  crossHair.transform.rotation = Quaternion.FromToRotation (-Vector3.forward, OriginRayHit.normal);
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avatar image SVGK · May 03, 2014 at 01:27 PM 0
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Nice one man.

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