is there a quick way to change a vector3 with a rotation without having a GO? Ive got a Vector3(X,Y,Z) and want modify this Vector with a Rotation(X,Y,Z) as if it were a GO. Or do I need to have a GO, place this at Vector(X,Y,Z), do the rotation and then read the Vector3 values?
Answer by StephanK
Jun 23, 2010 at 10:54 AM
You can do this:
Quaternion rotation = Quaternion.Euler(x,y,z);
Vector3 myVector = Vector3.one;
Vector3 rotateVector = rotation * myVector;
It's important that the Quaternion is on the left side of the *.
exactly what i was looking for :)
Answer by Bampf
Jun 23, 2010 at 10:57 AM
The preferred way is to use Quaternions. Conceptually (mathematically) they are a bit intimidating, but if you treat them as a black box that stores rotations, they are pretty easy.
See the first example in this forum thread to see how easy it is:
Here is a link to the documentation.
First link is now broken :(
All Links broken. Thanks unity!
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a site navigation guide.
If you are a new user to Unity Answers, check out our FAQ for more information.
Make sure to check out our Knowledge Base for commonly asked Unity questions.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
Answers and Comments
2 People are following this question.
Set rotation based on 1,1,1 style vector? How to convert vector3 to quaternion?
Add vector according to objects's local position & roation
How do I find the angle between the players forward vector and the mouse position?
Calculate Quaternion.LookRotation manually
Get rotation from hit object