unity look roation offset
transform.rotation = Quaternion.LookRotation(hit.normal) * Quaternion.Euler(0, 0, zAngle);
unity look roation offset
transform.rotation = Quaternion.LookRotation(hit.normal) * Quaternion.Euler(0, 0, zAngle);
instantiate offset unity
// C#
public GameObject objectPrefab;
// ...
// Example using Start function
void Start()
{
// Use the prefab's position and rotation
Instantiate(objectPrefab, objectPrefab.position, objectPrefab.rotation);
// Override the prefab's coordinates (with zero-coordinates)
Instantiate(objectPrefab, Vector3.zero, Quaternion.identity);
// Provide an offset to the stored values
Instantiate(objectPrefab, objectPrefab.position + (Vector3.up * 1.63f), objectPrefab.rotation * Quaternion.AngleAxis(30.0f, Vector3.up));
}
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