# Add 90 Degrees to Transform.Rotation

Hello,

Haven’t been using Unity for a while and I’ve kind’a forgotten a few simple things, basically I’m using a ‘LookAt’ technique by using a transform.rotation = Quaternion.Slerp.

``````    var lookPos = target.position - transform.position;
lookPos.y = 0;

var rotation = Quaternion.LookRotation(lookPos);

transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
``````

The only thing I want to do I to add an extra 90 degrees to the transform rotation because the transform doesn’t actually look at ‘rotation’, its 90 degrees off.

Cheers

You can’t modify the components of transform.rotation directly: this property is a quaternion, and its components have nothing to do with the familiar x, y, z angles that appear in the Inspector/Transform/Rotation (these are actually the eulerAngles).

In this case, you should multiply the lookAt quaternion by a 90 degrees rotation - in the quaternion world, multiply actually means combine. Supposing you need this extra rotation around the Y axis, you could do the following:

``````var lookPos = target.position - transform.position;
lookPos.y = 0;
var rotation = Quaternion.LookRotation(lookPos);
rotation *= Quaternion.Euler(0, 90, 0); // this adds a 90 degrees Y rotation
``````transform.Rotate(Vector3.right, 90, 1);