Timeline for GameObject LookAt not aligning properly
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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Jul 5, 2020 at 12:41 | vote | accept | SidS | ||
Jul 5, 2020 at 12:08 | answer | added | DMGregory♦ | timeline score: 0 | |
Jul 5, 2020 at 11:33 | history | edited | SidS | CC BY-SA 4.0 |
added 230 characters in body
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Jul 5, 2020 at 11:31 | comment | added | SidS | I have tried this, this sets the groundPlane rotation to X:51.51, Y:51.60, Z:90.12. This doesn't seem correct as the groundPlane object is positioned vertically. See the edit to the original question to see what this looks like | |
Jul 5, 2020 at 11:17 | comment | added | DMGregory♦ |
Have you considered groundPlane.transform.up = markerPositioning; ?
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Jul 5, 2020 at 11:16 | comment | added | SidS | Does this mean I have to compensate by subtracting the Z-axis rotation by the latitude value in degrees? | |
Jul 5, 2020 at 11:12 | comment | added | DMGregory♦ | Remember a plane's forward vector lies in the plane, not perpendicular to it. So when calling LookAt you're pointing part of the horizon at your chosen point, which is the opposite of what you want to do. You want to point the plane normal at your chosen point in the celestial sphere, so that the horizon traces out a great circle perpendicular to this direction. | |
Jul 5, 2020 at 11:06 | history | edited | SidS | CC BY-SA 4.0 |
added 409 characters in body
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Jul 5, 2020 at 9:58 | history | asked | SidS | CC BY-SA 4.0 |