I think someone is going to have a good laugh here.
I don’t understand the first thing about 3d rotation and need to understand how to convert, Euler to Quaternion and inverse.
As below code will show you I am clueless as to what i am doing (wrong)
Any help?
Player.transform.position = new Vector3(5,5,5);
Player.transform.Rotate(new Vector3(0.1f,0.2f,0.3f));
SelectedObject.transform.position = new Vector3(0,0,5);
//this ray is perfect
Vector3 wantedheading = (SelectedObject.transform.position - Player.transform.position).normalized;
Debug.DrawRay(Statics.Player.transform.position, wantedheading * 100, Color.yellow);
//this ray points in the revese direction
Quaternion qwanted = Quaternion.Euler(wantedheading);
Debug.DrawRay(Player.transform.position, qwanted.eulerAngles * 100, Color.blue);
//I don't even understand where this is pointing :)
Debug.DrawRay(Player.transform.position, qwanted * Vector3.forward * 100, Color.white);
//this ray is perfect
Quaternion qcurent = Player.transform.rotation;
Debug.DrawRay(Player.transform.position, qcurent * Vector3.forward * 100, Color.red);
//this ray flips arround in whatever direction it wants :)
Vector3 curentheading = Player.transform.rotation.eulerAngles.normalized;
Debug.DrawRay(Player.transform.position, curentheading * 100, Color.green);
Please someone point out what i am doing right, that will be shorter than what I am doing wrong