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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
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;?
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
Jul 5, 2020 at 9:58 history asked SidS CC BY-SA 4.0