I’m creating a custom Character Controller that deals with the normal of a Raycast. I cannot for the life of me figure out how best to rotate the resulting vector3 by the direction my player is looking. My current code is
Where _hit is the hit of a raycast. I need to figure out how to rotate the Y axis of _dir so that the resulting vector is facing the same direction as my player.
Any help would be greatly appreciated!
you simply multiply the player’s quaternion by the target vector direction. for example:
// get the world direction the player is facing
Vector3 playerForward = playerTransform.rotation * Vector3.forward;
// get the world direction the fighter jet perceives as up
Vector3 jetUp = fighterJetTransform.rotation * Vector3.up;
now if its a simple cardinal direction you can use the helper properties on the transform to get them for you
// get the world direction the player is facing
Vector3 playerForward = playerTransform.forward;
// get the world direction the fighter jet perceives as up
Vector3 jetUp = fighterJetTransform.up;
but if you are looking to a specific offset from those cardinal directions you can apply those vector offset to the first example