update angle for 2 models, update class CECMatter to Non set rotate when spawn
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@@ -26,13 +26,13 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2496326267711005862}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068}
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m_LocalPosition: {x: 0.466, y: 0, z: -0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 90, z: 0}
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--- !u!33 &423752032018636033
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MeshFilter:
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m_ObjectHideFlags: 0
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@@ -26,13 +26,13 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 285550270365075957}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0.86602545, y: 0, z: 0, w: 0.49999994}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 120, y: 0, z: 0}
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--- !u!33 &5657266836829354752
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MeshFilter:
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m_ObjectHideFlags: 0
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@@ -163,7 +163,8 @@ namespace PerfectWorld.Scripts
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var matterObject = Instantiate(matterPrefab);
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matterObject.transform.position = new Vector3(Info.pos.x, Info.pos.y, Info.pos.z);
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matterObject.transform.localScale = new Vector3(1f, 1f, 1f);
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matterObject.transform.localRotation = Quaternion.identity;
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// use same rotation as Prefab
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// matterObject.transform.localRotation = Quaternion.identity;
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matterObject.SetActive(true);
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// Add a collider if it doesn't have one
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