Add small offset to Y rotation?

I have created a projectile that gets destroyed after traveling a distance. When it gets destroyed, I want to spawn 5 new projectiles that each have a small offset on their Y rotation. I created this method:

void split()
{
    Quaternion newRotation = transform.rotation;

    newRotation.y -= 0.3f;

    for (int i = 1; i <= 5; i++)
    {
        spawnSplit(newRotation, transform.position);
        newRotation.y += 0.15f;
    }

    StartCoroutine(DestroyProjectile(0f));
}

This works kind of right. However, this doesn’t work like I want. When the original projectiles’ Y rotation is around 0, all the spawned projectiles will only have a small offset, but when the original projectiles’ Y rotation is around 1, the spawned projectiles will have a big offset.

How can I make sure all spawned projectiles will have consistent offsets? Thanks for reading :slight_smile:

You can use euler angles to accurately predict how the projectile will rotate based on 360 degrees

newRotation *= Quaternion.Euler(new Vector3(0, 15,0));

@Slences