WebNov 22, 2024 · Vector3.forward is the same as making a new vector with x,y,z values of 0,0,1. Transform.forward gives you the transform's z-axis in world space. If the transform isn't rotated then that's the same as Vector3.forward, otherwise it's going to be something different. HiggyB, Mar 6, 2009 #10 giantkilleroverunity3d Joined: Feb 28, 2014 Posts: 372 WebSep 30, 2024 · public Vector3 GetLocalEulerAngles (Transform obj, Vector3 vector) { // As you had it already, still in worldspace var rotation = Quaternion.FromToRotation (obj.forward, vector); rotation.ToAngleAxis (out var angle, out var axis); // Now convert the axis from currently world space into the local space // Afaik localAxis should already be …
Does Vector3.forward give the local direction or world direction?
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Transform.Forward in 2D - Unity Answers
Webtransform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); // PLAyposV = GameObject.Find("Player").GetComponent ().playerYpos; //Finding the players X and Y position from another script and then moving the projectile to it. PLAxposV = GameObject.Find("Player").GetComponent ().playerXpos; WebDec 14, 2016 · What might be easier (code-wise) is to have your rotated object nested inside an empty Gameobject, and use the container object's transform.forward instead. The suitability of this solution really depends on what your situation is, though - it's hard to tell without more details (and possibly the relevant code). – Serlite Dec 14, 2016 at 20:57 WebJul 9, 2024 · So, you want to get a forward vector parallel to the ground plane relative to the camera's rotation, from what I can get. The solution is as simple as using Vector3.Cross(Vector a, Vector b), it is not commutative, so you'll have to give the vectors in the correct order.What the cross product gives you, is a vector C perpendicular to 2 … firestick tv ミラーリング android