I am drawing two wireframe spheres that I would like to follow the player around. When the player moves the two gizmos follow, however, when I rotate only one of the gizmos rotates.
The broken gizmo code looks like this, it should have an offset of 45:
void OnDrawGizmosSelected() {
Gizmos.color = new Color(1, 0, 0);
Gizmos.matrix = Matrix4x4.TRS(transform.position, Quaternion.Euler(transform.rotation.x, transform.rotation.y + 45, transform.rotation.z), Vector3.one);
Gizmos.DrawWireSphere(Vector3.zero, 5f);
}
For reference here is the whole block with both gizmos:
void OnDrawGizmosSelected() {
Gizmos.color = new Color(1, 0, 0);
// This one works
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
Gizmos.DrawWireSphere(Vector3.zero, 5f);
// This one does not work
Gizmos.matrix = Matrix4x4.TRS(transform.position, Quaternion.Euler(transform.rotation.x, transform.rotation.y + 45, transform.rotation.z), Vector3.one);
Gizmos.DrawWireSphere(Vector3.zero, 5f);
}
Quaternion
has 4 components, x,y,z and w.
Just putting x,y and z into Quaternion.Euler
will not give you the expected results.
Instead, use transform.rotation.eulerAngles
void OnDrawGizmosSelected()
{
Gizmos.color = new Color(1, 0, 0);
// This one works
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
Gizmos.DrawWireSphere(Vector3.zero, 5f);
// This one works now :)
Gizmos.matrix = Matrix4x4.TRS(transform.position, Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y + 45, transform.rotation.eulerAngles.z), Vector3.one);
Gizmos.DrawWireSphere(Vector3.zero, 5f);
}
EDIT:
Okay, that fixes the Y value, but X and Z are still broken. They move but not in the proper direction.
Then try
// This works even better
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one) * Matrix4x4.Rotate(Quaternion.Euler(0, 45, 0));