# How to align an object's rotation to another GameObject's rotation (without parenting the Objects)

If this question has been answered before, please let me know, as I do not know how to properly word this problem. But I will give it a try.

What I want to do is to align the rotation of a gameobject by reading in the rotation data of another gameobject. The reason for this is to make a mini-map type of camera that has a bird’s eye view of the player’s position, but parenting would make the camera display very awkward (especially with an orthographic view) due to the player also leaning forward/backward and left/right.

So I settled for an idea of a rotation solution where I would need to set the object’s rotation in a way to rotate with the player, but I ran into problems when trying different rotation and quaternion functions. Here are the things I have tried so far:

``````//myTransform.rotation = new Quaternion(transformToAlignTo.rotation.x, myTransform.rotation.y, myTransform.rotation.z, myTransform.rotation.w);
//myTransform.localEulerAngles = new Vector3(transformToAlignTo.rotation.x, myTransform.localEulerAngles.y, myTransform.localEulerAngles.z);
//myTransform.rotation = Quaternion.FromToRotation(Vector3.up * debugSpeed, transform.forward * debugSpeed);
//myTransform.rotation = Quaternion.FromToRotation(Vector3.up * debugSpeed, transform.forward * debugSpeed);

//myTransform.Rotate(Vector3.right, debugSpeed * Time.deltaTime);
//myTransform.Rotate(Vector3.right, transformToAlignTo.rotation.x);
//myTransform.Rotate(0, transformToAlignTo.rotation.y, 0);
//myTransform.rotation = Quaternion.LookRotation(transformToAlignTo.position);
//myTransform.rotation = Quaternion.LookRotation(new Vector3(0, 1, 0));

//Vector3 v = myTransform.position - Vector3.up;
//myTransform.rotation = Quaternion.FromToRotation(transform.up, v);

//myTransform.LookAt(transformToAlignTo.position, Vector3.forward);
``````

So my question is, how can I make the bird’s eye view mini-map camera object become aligned with the player object rotation? (As in, When a player turns left or right, the mini-map camera also rotates with up being always the player’s forward, if that makes any sense)

Any and all help is appreciated.

either this or this