Basic Question
I am struggling to get the Y rotation between two Vector3 points. I have two points and I want to position a cube so it is rotated in alignment with the two points on the Y axis.
What I am currently doing is this:
var essenceRotation = Quaternion.FromToRotation(Vector3.up, pointA - pointB);
cube.transform.rotation = Quaternion.Euler(0, essenceRotation.eulerAngles.y, 0);
Additional Details
I am using the Hololens and I want to have the game object (just using a basic cube for now) to be aligned with a wall. Normaly I would just do a raycast and get the rotation from the raycast hit. However this wall is a shiny surface, and that messes with the Hololens sensors and makes it think the wall surface has all these weird angles. So when I take this normal approach I get back a weird angle.
So I figured that I could just do two raycast’s and get two points a short distance apart, and then get the rotation on the Y axis between these two points, and this should give me a more accurate result.
I tried the solution I shared above, but it only works if you are squarely facing the wall. If you are facing the wall at an angle then the rotation angle I get is wrong.
Any help would be highly appreciated. Thank you.