I'm trying to rotate an object in the direction of a given angle that I have Theta & Phi values for. How does this apply when using something like
Vector3 rayRotate = new Vector3 (theta, phi, 0);
beamContainer.transform.rotation = Quaternion.Euler(rayRotate);
Should theta & phi be used directly on the X/Y or do I need to be running a Sin/Cos formula on them?
I have been trying all sort of combinations and varions but I can not get beamContainer pointing in the direction and have this aligned with the object that should be pointing that direction,
I was able to resolve my issue and rotate the beamContainer in the required direction via:
beamContainer.transform.rotation = Quaternion.Euler(-90 + phi, -theta, 0f);