Getting rotation to match another rotation

Hi I have a problem with rotations. When I instantiate a gameobject i give it a position and a rotation, but the rotation is not doing what i want it to do. I want the rotation be be exacly the same as the rotation of another object. so i have this:

placer2 = Instantiate(Resources.Load("placer"),
new Vector3(selectedPlacerMount2.position.x, selectedPlacerMount2.position.y, selectedPlacerMount2.position.z), 
new Quaternion(selectedPlacerMount2.rotation.x,selectedPlacerMount2.rotation.y,selectedPlacerMount2.rotation.z,1)) as GameObject;

what am I doing wrong? I tried eulerAngles and localEulerAngles. doesnt seem to do what i want it to.

Rotation is 4D and needs x/y/z/w; it’s not eulerAngles. Also there’s no need to copy each element individually.

placer2 = Instantiate(Resources.Load("placer"), selectedPlacerMount2.position, selectedPlacerMount2.rotation);

–Eric