Reputation: 67
So to start off: Here's my code: using UnityEngine;
public class LockRotation : MonoBehaviour
{
Rigidbody m_Rigidbody;
public Transform Yrotation;
public float Rotationthingy;
public Quaternion Qrotation = Quaternion.Euler(0, 0, 0);
void Start()
{
m_Rigidbody = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
Rotationthingy = Yrotation.rotation.eulerAngles.y;
Qrotation = Quaternion.Euler(0, Rotationthingy, 0);
m_Rigidbody.MoveRotation(Qrotation);
}
}
Okay, so this is my code. the Yrotation is the rotation of another object which I want to "copy". If you need any more details, just ask. And the thing I want to achive is to leave the x and z in Qrotation unspecified.
Upvotes: 2
Views: 336
Reputation: 1309
Try using
Qrotation = Quaternion.Euler(transform.eulerAngles.x, Rotationthingy, transform.eulerAngles.z);
instead of just putting zeroes for X
and Z
Upvotes: 4