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Question by TrivialRoo · Aug 24, 2014 at 09:02 PM · c#rotationinstantiatetransformquaternion

Rotating a certain axis offsets the other ones?

Hello. Everytime I try to rotate my object using my code, it offsets the x rotation to 0 again. I think it has something to do with me defining my rotation when I instantiate the object, but I'm not sure. Here is my code:

                     if (!ghostOn)
                     {
                         ghost = (GameObject)Instantiate(Building[SelectedBuilding], 
                         new Vector3(hit[i].point.x - hit[i].point.x/2,
                             hit[i].point.y + (Building[SelectedBuilding].transform.localScale.y / 2), 
                             hit[i].point.z - hit[i].point.z/2), 
                             Quaternion.Euler (-90, 0, 0));
                             
                         ghostOn = true;
                     }
                 
                     if (ghostOn && Input.GetKeyDown (KeyCode.R)) {
                         ghost.transform.rotation = Quaternion.Euler(ghost.transform.rotation.x, ghost.transform.rotation.y + 90, ghost.transform.rotation.z);
                     }

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Answer by robertbu · Aug 24, 2014 at 10:22 PM

You have a serious problem here, and a potential problem here. The serious issue is your use of ghost.transform.rotation. 'transform.rotation' is a Quaternion, a non-intuitive 4D structure in which the individual x, y, z, and w components have values between -1 and 1. Since you are looking for angles, you may be able to use transform.eulerAngles, but I highly recommend treating eulerAngles as write-only. Plan you code so you never have to read from them.

So to fix your code, I would replace line 13 with:

   ghost.transform.Rotate(0,90,0);

...or

   ghost.transform.Rotate(0,90,0,Space.World);

...depending on what you are looking for.

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avatar image TrivialRoo · Aug 25, 2014 at 01:50 AM 0
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