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Description
I am making a system using this project in my graduation training.I want to shift the display on the wall plane vertically in the direction of the camera.Since I found that the plane object was placed relative to the SceneRoot, I thought that if I could get the value of the SceneRoot in world coordinates, I could convert the camera position to local coordinates relative to the SceneRoot.
However, when I unchecked run on device, inserted
・Debug.Log (SceneRoot.transform.Rotation)
into the script, and ran the demo on the Unity editor, the SceneRoot rotation value displayed on the console and in the inspector the SceneRoot rotation values displayed on the inspector were different.

In the console, the value of transform.EulerAngle was (0.0, 0.0, 0.0)
Since I have run on device turned off, I think the sceneToUnityTransform matrix, which sets the SceneRoot to world coordinates, is still initialized with 0, but what exactly is this happening?