6:47 this may be entirely stupid, but since both rotation and position are a vector3, couldn't we just use a second position to parse through the rotation data?
Quaternions are actually a Vector4. You can use Quaternion.Euler to convert a Vector3 into a Vector4. But same issue still applies as the video where we don't get any access to rotation data
@@andrewchiarelli Wait really? Can you explain to me why not that seems so fucking stupid There has to be a good reason for something like rotation to not be passable Edit: sorry if this comment came off badly, I can't think of a way of asking without sounding rude
THANKSSSS
So helpful!
Needed this, thanks so much! 😊
Ur amazing
Nice, can we create a fake bullet that we see visually and disapear at the moment when raycast hit ?
You could probably do that by changing the lifetime of the bullet based on distance and speed. t = d / s
@@andrewchiarelli yes i did it today and worked, thanks anyway 🙂 the cool part 0 fps drop even with tons of particles since its on gpu 😁
6:47 this may be entirely stupid, but since both rotation and position are a vector3, couldn't we just use a second position to parse through the rotation data?
Quaternions are actually a Vector4. You can use Quaternion.Euler to convert a Vector3 into a Vector4. But same issue still applies as the video where we don't get any access to rotation data
@@andrewchiarelli Wait really? Can you explain to me why not that seems so fucking stupid
There has to be a good reason for something like rotation to not be passable
Edit: sorry if this comment came off badly, I can't think of a way of asking without sounding rude
Yeah, it's silly. I'm unsure if they've fixed this in newer versions of Unity. I've been MIA since I gave up on game dev