It’s really confusing me. Here’s what I thought should work- or rather the latest of several failed attempts:
var relativeRot : Quaternion = headPos.rotation.LookRotation(targetedModel.forward,targetedModel.up);
modelFruit.rotation = transform.rotation * relativeRot;
“modelFruit” is the transform of an object fixed to the camera, “transform” is the overlaid scope the model fruit and my script are attached to, “targetedModel” is the transform of the actual fruit object in the scene, and “headPos” is the transform of the player in the scene.
I was trying to get it so that the object in the scope is rotated the way it would appear to be rotated if you were looking at it from the player’s point of view, but I can’t see how to convert that into Quaternion functions.