Vector based on the rotation of the main camera

Hey everyone!

I have a question regarding calculating a vector based on the rotation of my main camera. I have been looking around on unityAnswers and found what I thought was the correct way of doing this, however an error occurs when I try to execute this script:

		var rot = Quaternion.Euler(Camera.main.transform.eulerAngles);
	var yangle = Vector3.forward * rot;

I want to use the resulting vector in raycasting. The script I wrote for that purpose does works without any problems when I use the standard forward vector.

Thanks a lot!

1 Answer

1

rot * Vector3.forward, not the other way around (Quaternion * Vector3)

However, this is going to give you Camera.main.transform.forward, so it’s not really necessary. And Quaternion.Euler(transform.rotation.eulerAngles) == transform.rotation.