How To Rotate The Player In Relative To Weapon's Forward Direction.

I am trying to rotate the player towards the direction the weapon is pointing to where mouse clicked on. Normally I can rotate the player where mouse clicked. However when I involve rifle aim animation, player;s forward direction and rifle’s forward direction wont be the same. Example image down the below. Players forward direction is correct however rifle’s forward direction is wrong. Please could you know the answer do not use the Quaternion help me with the Vector3s instead.


Here is how I handle player rotation.

private Vector3 Rotate(Item item, Vector3 clickedPosition)
    {    
           Vector3 _rotatePosition = clickedPosition - transform.position;
            return _rotatePosition;
      
    }

I will also share what I’ve tried to correctly rotate the player towards where the rifle pointing at when mouse clicked. I added an empty game object as barrel into weapon prefab which is positioned at the tip of the barrel of the weapon and the function below gets the barrel position however I still could not success in getting the right direction.

private Vector3 Rotate(Item item, Vector3 clickedPosition) // function returns a direction which player will look at
    {
        if(item is Weapon) // simply if player has a weapon
        {
            Weapon weapon = item as Weapon;

            Vector3 barrelPosition = new Vector3(weapon.Barrel.position.x, 0, weapon.Barrel.position.z);

            Vector3 clickbarrel = clickedPosition - barrelPosition;


            return _rotatePosition;
        }
        else
        {
            _rotatePosition = clickedPosition - transform.position;
            return _rotatePosition;
        }
    }

In your picture, it looks like you’re already playing around with Debug.DrawRay, nice! that’s the best way to debug your directions.

So I would just setup the proper forward direction of the gun, as a declared variable within the gun(each gun), and that way once your character has that gun, and the player references it’s script, you only just need to add
direction = item.forwardDirection; or however you have it setup.

But Quaternions are needed, as transform.rotation itself is a quaternion. But directions are a Vector3. To make a Vector3 become a quaternion transform.rotation = Quaternion.Euler(Vector3);.