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Question by sysameca · Aug 08, 2014 at 04:19 PM · rotationquaternion

Rotation from a hit.point to worlds forward vector

Hey how is it possible to rotate a sphere's hit point from raycast to the worlds Vector3.forward. I tried this:

 Quaternion toHitRotation = Quaternion.FromToRotation(hit.normal, Vector3.forward);
 mThisTransform.rotation = Quaternion.Slerp(mThisTransform.rotation, toHitRotation, Time.deltaTime * 1);

I thought this would create the proper Quaternion, but it does not produce my desired result.Anyone can help me out?

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Answer by robertbu · Aug 08, 2014 at 04:23 PM

To calculate the end rotation, you need to multiple by the rotation of the object:

 Quaternion toHitRotation = Quaternion.FromToRotation(hit.normal, Vector3.forward) * transform.rotation;

And you don't show it in your code, but this needs to get executed repeatedly in Update() or a Coroutine() over a number of frames. Once you've calculated 'toHitRotation', you don't need to calculate it again.

    mThisTransform.rotation = Quaternion.Slerp(mThisTransform.rotation, toHitRotation, Time.deltaTime * 1);

You may want to start with just assigning the rotation:

    mThisTransform.rotation = toHitRotation;

Then figure out the Slerp() as a second step.

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avatar image sysameca · Aug 08, 2014 at 05:07 PM 0
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Yes it was the toHitQuaternion that was Update method causing the trouble along with multiplying with the object.Thanks!

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